recursal/Fanatic-Fandom huggingface dataset:
Concesionarios

Los concesionarios tiene la función de la venta de vehículos de primera/segunda mano dependiendo de cuál sea el caso. Su función es de las más importantes, ya que con ellas se proveen los vehículos que encontramos en el servidor. Actualmente se cuenta con dos concesionarios activos dentro del servidor, uno ubicado en El Quebrados y otro en Las Payasadas.

## Concesionarios

Como se mencionó anteriormente, los concesionarios que podemos encontrar son:

### *Concesionario El Quebrados*

Se encuentra por la **Interestatal 207**, en cercanía a El Quebrados. Este se dedica exclusivamente a la venta de vehículos de primera mano. Esta facción cuenta con una página web en la cual adjunta información sobre los vehículos en venta (catálogo), lista de vendedores, ofertas de trabajo y servicio postventa.

### *Concesionario Las Payasadas*

Esta facción fue creada con el sistema de facciones por ***Stefani Germanotta**.* Se ubica entre las calles **Hilltop ST.** y **Cactus**. No cuenta con vacantes abiertas a todo público hasta el momento por lo que mantiene un seleccionado grupo de vendedores. Además de trabajar con los vehículos de primera también trabaja con la compra/venta de segunda mano.

## ¿Cómo puedo ingresar?

De momento nada más puede ingresarse a la primera facción exhibida. Esta cuenta con postulaciones mensuales, normalmente en un tiempo de una semana o más. Al igual que en otros casos, deberás de dirigirte a su apartado en foro, buscar el formato correspondiente y rellenarlo con los datos de tu personaje, además de realizar un pequeño ejemplo de rol de una venta. En caso de superar la prueba y su respectiva entrevista, ingresarás con el puesto de *aprendíz*.

## Comandos

Esta facción cuenta con una mínima serie de comandos los cuales aparecerán con más detalles en *sistema de concesionario*.

* **/pedir:** Abre un panel en el cual muestra el listado de los vehículos disponibles con su precio y para modificar su color con barras RGB. Al aceptar el pedido este hará aparecer el vehículo seleccionado a la cercanía tuya.
* **/vender (ID) (cantidad) (0/persona - ID de facción):** Este comando deberá de ir insertado a la hora de vender el coche. Se deberá de rellenar con los datos correspondientes y en caso de vendérselo a una facción, consultar por la ID de la misma.
Battle Sled

The **Battle Sled** is a unit exclusive to the Polaris tribe. However, they can be mind-bent to another tribe using Mind Benders and still have the same characteristics as a Battle Sled but with a different color scheme.

They are fast hit-and-run units with decent durability and a strong attack, and are unlocked with Polar Warfare. However, they suffer large penalties on land, losing both dash and escape as well as only having one movement.

## Strengths and Weaknesses

Battle sleds are good for:

* Hit and run attacks. Their skate skill allows them to travel long distances over ice. This long movement speed combined with the dash and escape skills allow Battle Sleds to move in attack and move out.
* Fast cheap swarms. They're cheaper than knights and can mobilize faster, making them perfect candidates for swarms.

Battle sleds aren't good for:

* Fighting on land. They move slowly on land, so they can easily slow any land armies.
* Defending cities. They don't have the fortify skill and they have only moderate defence and health, so they are a bad choice to defend cities.

## Gallery

The Xin-xi Battle SledThe Imperius Battle SledThe Bardur Battle SledThe Oumaji Battle SledThe Kickoo Battle SledThe Hoodrick Battle SledThe Luxidoor Battle SledThe Vengir Battle SledThe Zebasi Battle SledThe Ai-Mo Battle SledThe Quetzali Battle SledThe Yadăkk Battle SledThe ∑∫ỹriȱŋ Battle SledThe Aquarion Battle SledThe Polaris Battle SledThe Battle Sled icon
Ice Bank

A level 2 Ice Bank

The **Ice Bank** is a building unique to the Polaris tribe that costs 20 stars and produces 2 stars per turn for every 20 frozen land or ice tiles in the world (regardless of which Polaris player froze them). The Ice Bank's maximum level is level 30. Each Polaris player can only have one Ice Bank. The Ice Bank can be built on field or ice tiles.

The Ice Bank is unlocked with the Trade technology and replaces the Market for Polaris.

## History

In update 1.14.1, the maximum level of the Ice Bank was increased from 8 to 10. This may have been to offset how the lack of Customs Houses made Polaris weak in Perfection before the advent of mirror matches in Moonrise, which allow the Ice Bank to benefit from tiles frozen by other Polaris players.

In (update name), the maximum level of the Ice Bank was again increased from 10 to its' current maximum of 30, presumably in order to compete Customs Houses economic value in the late game.

In the Path of the Ocean update, the amount of stars per level of the Ice Bank was reduced from 3 to 2, making the maximum amount of stars that an Ice Bank can produce from 90 to 60.

## Gallery

A level 1 Ice BankA level 2 Ice BankA level 3 Ice BankA level 4 Ice BankA level 5 Ice BankA level 6 Ice BankA level 7 Ice BankA level 8 Ice BankA level 9 Ice BankA level 10 Ice Bank
Windmill

A level 1 Windmill

The **Windmill** is a building that costs five stars and produces one population per friendly adjacent Farm or Aqua Farm. The building is unlocked by the Construction technology. The building can only be built on field tiles, and only one can be built per city.

## Gallery

A level 1 WindmillA level 2 WindmillA level 3 WindmillA level 4 WindmillA level 5 WindmillA level 6 Windmill
Buildings

A **building** is an immovable object located on a tile. There are three main categories of buildings: resource buildings, monuments, and temples. Other buildings include roads and the Embassy. Buildings are constructed by the player. Each type of building can only be built on specific terrain types.

## Monuments

A **monument** is a building awarded for completing a task. Each monument produces 3 population and is worth 400 points. Monuments can be built on field and shallow water terrain.

## Temples

*Main article: Temples*
Temples produce one population and initially worth 100 points; their point value increases over time.
Rammer

The **Rammer** is a naval unit that is an upgrade from the Raft. The health of a Rammer is determined by the unit it carries.

A Raft can be upgraded into a Rammer for five stars, once Aquaculture is researched. Upgrading a naval unit does not heal it.

Moving an upgraded naval unit onto land causes the unit to permanently lose its upgrade: if that unit is once again moved onto a Port, it will become a Raft.

The Rammer did not replace any specific naval unit which existed prior to the Path of the Ocean update. It is used for offence due to its high movement and attack.

## Gallery

The Xin-xi RammerThe Imperius RammerThe Bardur RammerThe Oumaji RammerThe Kickoo RammerThe Hoodrick RammerThe Luxidoor RammerThe Vengir RammerThe Zebasi RammerThe Ai-Mo RammerThe Quetzali RammerThe Yădakk RammerThe Aquarion RammerThe ∑∫ỹriȱŋ RammerThe Polaris RammerThe Cymanti Rammer
### Tribe Skins

The Kickoo Ragoo RammerThe Luxidoor Aumux Rammer
## Trivia

* In the Path of the Ocean Beta, the Rammer had a different sprite.
Farm

The **Farm** is a building that costs five stars and produces two population. The building is unlocked by the Farming technology and can only be built on fields with crop. (Crop is only visible after Organization or Farming has been researched.)

## Trivia

* The Windmill produces one population per adjacent Farm.
* There is an unused sprite for an "Advanced Farm" that looks like a Farm covered with a clear dome. This may have been an upgrade to the Farm.
Zebasi/Strategy

* Strategies
* Tribes
* Units
* Perfection
* Domination
 * Tribes
* Ai-Mo
* Bardur
* Cymanti
* ∑∫ỹriȱŋ
* Kickoo
* Polaris
* Xin-xi
* Yădakk
* **Zebasi**

## Zebasi Opening

By Skrealder 08/22/2019

**Turn 0.** Always upgrade. Usually you get +1, but explorer is strong on tighter maps. Prioritize ruins over cities in the early game. To explore, move your warrior in the direction of the most abundant resources, ideally farms.
**Turn 1.** (4S) A lot can vary based on the number of farms/resources you have, and how your 2nd looks. Having as much information as possible is crucial to deciding what to do. Move your first warrior before debating the merits of a 2nd warrior. With ruins, you can always get a 2nd warrior. If there is an unnatural abundance of forests, which happens from time to time, don't make a 2nd warrior and prepare to rush forestry/hunting. If you can afford all the tech/city upgrades you need in the upcoming turns, get a 2nd warrior.

**Turn 2.** (6/8S) If you have ruins, you will get the first one this turn. If you get 3pop or 10S and have at least 3 farms, you can get a city that is level 3 (stars) or 4 (population growth). Note that if you have 5 farms and 10S, you can also reach level 4. 5S and Pop Growth are your friends, and a giant next turn if you can.

**Turn 3.** If you have good farm configuration/s, grab Construction when it is super cheap. It is a really strong tech that will give you an immense giant factory. (Provided no ruins or crazy farms) Note that on this turn with 2 warriors, you can't upgrade a city and get construction. Do note with 1 warrior you can get construction, and a level 2 city/another T1.
Spiritualism

The Spiritualism branch of the technology tree

**Spiritualism** is a tier three technology that unlocks the Grow Forest ability, which turns a field tile into a forest tile at a cost of 5 stars, and the Forest Temple, which costs 15 stars (5 stars less than other temples).

## Gallery

The Grow Forest iconA level 1 Forest Temple
Guard Tower

This feature has been removed.
The **Guard Tower** was a defensive unit that could not move. It was unlocked by the Engineering technology, cost 20 stars, and could only be built on field tiles. It was removed in update 1.7 because it slowed games down undesirably.

The Guard Tower's appearance, like that of the Battleship, varies by tribe.

## Gallery

The Xin-xi Guard TowerThe Imperius Guard TowerThe Bardur Guard TowerThe Oumaji Guard TowerThe Kickoo Guard TowerThe Hoodrick Guard TowerThe Luxidoor Guard TowerThe Vengir Guard TowerThe Zebasi Guard TowerThe Ai-Mo Guard TowerThe Quetzali Guard TowerThe Yădakk Guard TowerThe Aquarion Guard TowerThe ∑∫ỹriȱŋ Guard TowerThe Polaris Guard Tower
Polaris/Strategy

* Strategies
* Tribes
* Units
* Perfection
* Domination
 * Tribes
* Ai-Mo
* Bardur
* Cymanti
* ∑∫ỹriȱŋ
* Kickoo
* **Polaris**
* Xin-xi
* Yădakk
* Zebasi

## Strategy by Zakaria

If your capital has ice on its area, move your Mooni towards it so you can spread the ice because a Mooni can move 2 tiles if it goes on the ice.

Make a Warrior on Turn 1 and send it in a different direction to your Mooni.

The key for Polaris is to create as much ice as possible and quickly build an Ice Bank to drastically increase income, since, by the time an Ice Bank is built mid-game, there will be a significant number of tiles already frozen.

The quickest way to spread ice is to make the Mooni move, make ice then move to the new ice so you can make ice every two turns. A good direction is to move diagonally toward the sea, because when you freeze the corner you can freeze up to 5 tiles.

Don't bother researching tech until you find a village and have enough stars to buy a tech that can upgrade both the capital and the 2nd city. You must wait to claim the village until you have the tech to upgrade it.

If the 2nd city can be connected by an outpost, don't research any technology, just claim it right away, then put two outposts (one in the capital and one in the 2nd city) so that both can be upgraded to level 2.

Keep your economy strong, so you can buy technology and units easily. (This goes for all tribes, not just Polaris).

Learn to maximize your freezing capabilities, because frozen enemy units can't retaliate when attacked. If you meet the enemies before you get a Gaami or have enough Moonies, Ice Archer is worth buying.

## Perfection

https://www.reddit.com/r/Polytopia/comments/imzuex/polaris\_200k\_perfection\_strategy/
Population

The **population** of each city is used to determine city upgrades and the number of units the city can support. Every city has a set of **population bars** under its name representing how much population the city needs to upgrade. The amount of population required to upgrade a city is one more than the city's current level, e.g., it takes two population to upgrade a city from level 1 to level 2. How much population a city currently has is represented by the number of filled-in (blue) population bars.

Population can be gained by harvesting resources, constructing buildings, or forming city connections. If a building is destroyed or a city connection is lost, then the population it produces will also be lost.
A city may have negative population, shown as red population bars. (This typically occurs to a former capital that has lost the population produced from city connections.) Each negative population decreases the income the city produces by one star per turn up to the point where the city no longer produces any income. A city cannot produce negative income. However, negative population does not impact the number of units a city can support.

The number of units supported by a city is indicated by dots inside population bars. A city may support as many units as its level, plus one. The unit which captures a village or a city will migrate from their original origin city to the one they are currently on. Units gained from ruins will inherit the origin city of the exploring unit, but will not count towards the population supported by the city. Upon capture, units produced from a city will not disappear, but they will lose their origin city. If the city is captured back, the units will not count again towards the supported population. This effectively allows a potentially infinite number of units.

It is theoretically possible (barring technical limitations) for tribes other than ∑∫ỹriȱŋ to produce infinite population using captured Sanctuaries, which attract wild animals that can then be hunted. However, this produces population too slowly to be practically useful.

## Notes

1. ↑ City connections may be formed using Ports or Outposts only if one of them can be placed adjacent to the capital.
Хейл Эплман

## Ссылки

**Хейл Эплман** (англ. *Hale Isaac Appleman*) — американский актёр.

## Биография

Хейл Эплман родился 17 января 1986 года в Нью-Йорке, США. В 10 лет он заинтересовался актёрским мастерством, поэтому начал посещать молодёжный театр «TADA!».

Четыре года Хейл участвовал в фестивале исполнительских искусств «French Woods», который проводился в драматическом летнем лагере для молодежи в северной части штата Нью-Йорк, а в 2000 году был участником труппы французского кабаре.

Актёр обучался в университете Карнеги-Меллона, в школе драмы, однако, проучившись всего один год, он бросил учёбу, чтобы начать актёрскую карьеру.

В число его работ на сцене входят возрождение «Стримеров» в театральной компании «Карусель», «Потерянный рай» Клиффорда Одеца в американском репертуарном театре и нью-йоркская премьера спектакля «Страсть Сары Рул» в роли Иисуса.

Он принимал участие в записи песен независимой музыкальной группы «Active Sun».

Хейл идентифицирует себя как квир.

## В «Волшебниках»

Хейл Эплман исполнил роль одного из главных героев сериала Элиота Вога в первом, втором, третьем, четвёртом и пятом сезонах.

## Фильмография

* 2015-2020 *"Волшебники"* (сериал) — Eliot Waugh
* 2015 *"Вне времени"* (сериал)
* 2012 *"The Walker"* (короткометражка) — Sam
* 2012 *"Jagoo"* (короткометражка) — Gibbon Pearl
* 2012 *"Oysters Rockefeller"* (сериал) — Zach
* 2011 *"Private Romeo: Deleted Scenes"* (короткометражка) — Josh Neff
* 2011 *"Рядовой Ромео"* — Josh Neff / Mercutio / Capulet
* 2008 *"Pedro"* — Judd
* 2007 *"Зубы"* — Tobey
* 2006 *"Beautiful Ohio"* — Elliot
Potential Users

Potential users want a lot of social media integration. Build your own outfit on an actual model is also a popular demand. Suggested styles such as Triangl’s lookbook was also asked for. There were also a lot of security issues. Having profiles for people on the website would be beneficial as you could see who you’re loaning your clothes too. Insurance for both ends was also a popular idea. The idea of a tiered subscription based also piqued the interest of the focus group. Lots of different fashion options was also a must. Finally, good customer service is key as well.
Destroy

The Destroy icon

**Destroy** is an ability that removes a building or ruin at no cost. The ability is unlocked by the Construction technology.

Destroying a building also removes any population or points provided by the building. Destroyed monuments and ice banks cannot be rebuilt.

Destroy can be used in "scorched-earth" tactics before a city is captured by an enemy.

## Decompose

The Cymanti tribe has the **Decompose** ability instead of Destroy. The two abilities are identical except that the Decompose ability removes the building or ruin at the end of the turn (instead of immediately) and returns a building's full cost.
Strategy

The Diplomacy branch of the technology tree

*"Shields" redirects here. For the unit, see Defender.*
*For strategy guides, see Strategies.*
**Strategy** is a tier two technology that unlocks the Defender unit and the peace treaty. The Quetzali tribe starts with Strategy. For Cymanti, Strategy unlocks the Kiton, a special unit that replaces the Defender.

Prior to update 2.1, which added Diplomacy, Strategy was named **Shields** and did not unlock the peace treaty.

## Peace Treaty

The **Peace Treaty** offers another player the opportunity to become friends indefinitely. The Strategy technology is required to send, but not respond to, a peace treaty. While two tribes are at peace, they cannot perform any hostile actions, such as attacking, occupying cities, etc. Their units can also freely move past each other and use each other's roads. And income from Embassies is doubled. A peace treaty can be unilaterally terminated, but the player that breaks the peace treaty cannot attack the other player on that turn. Upon breaking the treaty, all of the aggressor's active units will be frozen for the rest of the turn, and any of his units within the enemy's borders will be disbanded without any star refund.

For more info on the mechanics regarding Peace Treaties, see Tribe Relations.

The icon for the peace treatyThe icon for a rejected peace treaty
Trade

The Trade branch of the technology tree

**Trade** is a tier three technology that unlocks the Customs House, a building that produces two stars per turn for each adjacent Port, and the Wealth task, which awards the Emperor's Tomb once at least 100 stars are accumulated.

For Polaris, Trade unlocks the Ice Bank, a building that produces three stars per turn for every 20 frozen tiles in the world, and the Wealth task.

For Cymanti, Trade unlocks the Clathrus, a building that produces one star per turn for each adjacent Algae, and the Wealth task.
Phychi

The **Phychi** is a low-health flying unit exclusive to the Cymanti tribe. It is unlocked with Archery and replaces the Archer. It is well-suited for poisoning enemy units, but it is easily killed by enemy attacks.

The Phychi and Raychi are the only Cymanti units that can move over water.

## Strengths and Weaknesses

Strengths:

* **Exploring.** Due to their high movement and fly ability, a group of Phychi is great for exploring.
* **Sieging cities.** Not sieging cities themselves, but rather helping to setup a siege. The phychi has dash, poison and 2 movement, which makes them able to be quickly mobilized to shoot a unit in a city and weaken it, especially if it has a city wall, since poisoning removes all defence bonuses.
* **Back-end army support.** Just as the archer, the phychi can be used behind melee units to support them. Their greater movement than archers allows them to mobilize and retreat quickly, and even though they have a lower attack, they poison enemy units which makes them more vulnerable to attacks.

Weaknesses:

* **Unsupported combat.** Like the archer, the phychi is a very weak unit that is killed easily, and despite having 2 defence, it's very low health makes them very vulnerable, one-shot by a two-attack unit like a warrior, rider or archer.
* **Killing units.** Their very low attack, especially compared to archers, makes them unable to deal efficiently with lots of units. They can, at most, poison them for melee units to mop up, but not kill themselves while being protected like archers can.
Archer

The **Archer** is a ranged unit unlocked by the Archery technology. Archers have both a ranged attack and the Dash skill (which allows Archers to attack after moving). Compared to Catapults, Archers are more mobile and flexible since they have the Dash skill, and Archers are less vulnerable to attacks since they have 1 defence point (compared to 0 for Catapults). But this does not mean that they are the best.

The Hoodrick tribe starts the game with an Archer. The Polaris tribe has Ice Archers in place of Archers (Ice Archers freeze the enemies that they hit).

## Strengths and Weaknesses

Archers are good for:

* Back-end army support. The archer can be used to weaken enemy units while a melee unit comes in for the kill. This works great against warriors, and to a lesser extent, knights, riders, defenders, and swordsman.
* Killing catapults. Catapults that are protected by Giants, Defenders, and/or Swordsmen are usually very troublesome. However, the Archer takes care of that. Its long range and the dash ability means as long as you can pinpoint where the enemy Catapult is, the Archer can easily kill it, completely ignoring any units that could protect it.
* Killing a Giant. Archers can repeatedly move backwards and snipe Giants from a tile away and the Giant, lacking dash, will be helpless to the onslaught.
* Attacking masses of Defenders and Mind Benders. Those units do not have the Dash skill.
* Being used alongside other units like Giants or Swordsmen that can stay on the front line and push forward, protecting Archers that stay behind so they can hit enemy units with their ranged attack.

Archers aren't good for:

* Unsupported combat. They are fragile units, and are easily defeated by high-mobility units such as Knights or other units with dash.
* Naval units. Archers are a terrible troop to put in Rafts, Scouts, Rammers and Bombers as they have the same health, a lower defence, and cost 1 more star than a default warrior. This means that putting a warrior in a Bomber is in every way better than an archer in a Bomber.
* Capturing cities. They have low HP and defence and will likely not survive a turn capturing a city. They are better used defending a city from a counterattack while a stronger unit takes the brunt of the damage.

## Trivia

* Archers have wooden bows and arrows, while Ice Archers have frost-colored bows and arrows made of ice.

## Gallery

The Xin-Xi ArcherThe Imperius ArcherThe Bardur ArcherThe Oumaji ArcherThe Kickoo ArcherThe Hoodrick ArcherThe Luxidoor ArcherThe Vengir ArcherThe Zebasi ArcherThe Ai-Mo ArcherThe Quetzali ArcherThe Yădakk ArcherThe Aquarion ArcherThe ∑∫ỹriȱŋ ArcherThe Polaris ArcherThe Cymanti ArcherThe Archer icon
Swordsman

The **Swordsman** is a melee unit. It is an all-around upgrade from the Warrior, with more health and greater attack and defence. The unit is unlocked by the Smithery technology.

Vengir starts with a Swordsman.

Ruins may give a veteran Swordsman as a reward.

## Strategy

Strategies for Swordsmen:

* City sieging. Swordsmen possess the attack needed to shave off the last 5 health of that pesky Warrior in the city walls, then possess the defence needed to survive the counterattack.
* Army leading. Swordsmen are easily replaced and durable, making large quantities of them easy to obtain.

Strategies against Swordsmen:

* Giants. Swordsmen can't take these out so quickly. However, giants are not to be used when there are 3+ swordsmen nearby, or they will overpower it easily.
* Catapults. They can two-hit Swordsmen, while staying out of range of other Swordsmen.
* Scouts and bombers. If possible, pummeling a Swordsman from offshore has similar effects to a Catapult.
* Defenders in city walls. These are extremely tough to bring down, requiring the assistance of numerous other units.

## Strengths and Weaknesses

### Strengths

* Melee fights. In a 1v1 situation, the Swordsman rules, second only to the Giant. They can take huge chunks of health off Giants, Crabs, Warriors, and other Swordsmen, and can instantly kill non-veteran Riders, Archers, and Catapults.
* Front lines. Swordsmen are good at killing those in front. They are also decent at retaliation whenever attacked. These make them viable units for your front lines, advancing in front of a wave of ranged units. Note that Defenders are cheaper and have the same defence, but are much less capable of attacking and don't have dash.
* Knight defence. Swordsmen are also surprisingly effective against knights. Since knights can't retreat after their initial assault, a group of swordsmen can easily beat a group of low-defence knights.

### Weaknesses

* Killing offshore units. If he can't reach them, he can't do anything.
* Killing Catapults. The Swordsman can only move one (two using roads) tile at a time. This leaves them unable to advance through the range of a Catapult in one turn, which leaves the Swordsman as an easy target.
* Breaching Defender Walls. To be fair, virtually every melee unit is weak against Defenders, due to their high retaliation damage.

## Gallery

The Xin-Xi SwordsmanThe Imperius SwordsmanThe Bardur SwordsmanThe Oumaji SwordsmanThe Kickoo SwordsmanThe Hoodrick SwordsmanThe Luxidoor SwordsmanThe Vengir SwordsmanThe Zebasi SwordsmanThe Ai-Mo SwordsmanThe Quetzali SwordsmanThe Yădakk SwordsmanThe Aquarion SwordsmanThe ∑∫ỹriȱŋ SwordsmanThe Polaris SwordsmanThe Cymanti SwordsmanThe Swordsman icon
### Tribe Skins

The Xin-xi Sha-po SwordsmanThe Imperius Lirepacci SwordsmanThe Bardur Baergøff SwordsmanThe Oumaji Khondor SwordsmanThe Kickoo Ragoo SwordsmanThe Hoodrick Yorthwober SwordsmanThe Luxidoor Aumux SwordsmanThe Vengir Cultist SwordsmanThe Zebasi Anzala SwordsmanThe Ai-Mo To-Lï SwordsmanThe Quetzali Iqaruz SwordsmanThe Yădakk Ürkaz Swordsman
Hunting

Hunting and its branches in the technology tree

**Hunting** is a tier one technology that unlocks the hunting of wild animals (a.k.a. game). Hunting costs two stars and produces one population.

The Bardur tribe starts with Hunting.

Hunting's branches in the technology tree are focused on forest management.

## Forest Magic

∑∫ỹriȱŋ has the **Forest Magic** technology instead of Hunting. Forest Magic unlocks the enchantment of wild animals into special Polytaur units.

∑∫ỹriȱŋ starts with Forest Magic.

## Gallery

The Xin-xi Xini-KaiThe Imperius Mado HorseThe Bardur BærionThe Oumaji ShebronThe Kickoo LeoonThe Hoodrick HooxeThe Luxidoor PhantrixThe Vengir Rhino-PigThe Zebasi GeroffyThe Ai-Mo LlamoThe Quetzali Qui-QuiThe Yădakk KhamelkThe Aquarion TurmelonThe ∑∫ỹriȱŋ UnicornThe Polaris MamooThe Cymanti Lytheti
### Tribe Skins

The Lirepacci (Imperius) ChamicaThe Khondor (Oumaji) SphelixThe Cultist (Vengir) Skeleton Rhino-PigThe Anzala (Zebasi) SimbazaThe To-Lï (Ai-Mo) KoïlïThe Iqaruz (Quetzali) Aetheni BirdThe Ürkaz (Yădakk) Orda Beast
## References

1. ↑ Midjiwan (20 Apr 2021). DevBlog: Balance Pass 1. *Steam*. “...the Hunting branch now leans more towards Forest Management (Forest Defence, Grow Forest, Lumber Huts and Sawmills).”
Wikia talk:Portal de la comunidad

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Ice Archer

The **Ice Archer** is a unit exclusive to the Polaris tribe that has the ability to freeze enemy units from a distance, putting them out of action for a turn. The Ice Archer is unlocked with the Archery technology and replaces the Archer. The Ice Archer does not deal any damage when attacking, instead freezing the targeted enemy.

## Strengths and Weaknesses

Ice Archers are good at:

* Back-end support. The Ice Archer's range, combined with their freeze ability, allows them to completely stop enemies from retaliating.
* Taking down Giants. Combined with other high damage units or Mind Benders, Giants can easily be destroyed or converted.
* Playing in riskier positions than normal ranged units. The Ice Archer's freeze ability means that their target will never retaliate against them. Ice archers can thus theoretically be pushed up next to strong melee enemies such as Giants or Swordsmen and attack them from tiles that would cause normal Archers to be killed by retaliation.

Ice Archers aren't good at:

* Fighting alone. An Ice Archer can incapacitate one other unit at a time, but it requires every action until support arrives. If there are more enemy units than there are Ice Archers in an all-Ice Archer army, the Ice Archers will lose. The Ice Archer additionally does not deal damage, so at best they can stall the enemy indefinitely. Other units are still necessary to capitalize on the enemies being frozen.

## Trivia

* The "ice arrow" projectile is unique to the Ice Archer.
* The Ice Archer can deal damage if it is boosted by a Shaman, making it technically possible to promote an Ice Archer to veteran status.

## Gallery

The Polaris Ice ArcherThe Ice Archer modelThe "ice arrow" projectile shot by an Ice Archer.
Tower of Wisdom

The Aquarion Tower of Wisdom

The **Tower of Wisdom** is the monument awarded for completing the **Genius** task. Like all monuments, the Tower of Wisdom produces 3 population, is worth 400 points, and can only be built once in every game.

The Genius task is achieved by researching all technologies. The task is unlocked by the Philosophy technology.

The Tower of Wisdom is usually some form of tall tower.

## Trivia

* The Xin-xi Tower of Wisdom resembles the Porcelain Tower of Nanjing.

## Gallery

The Xin-xi Tower of WisdomThe Imperius Tower of WisdomThe Bardur Tower of WisdomThe Oumaji Tower of WisdomThe Kickoo Tower of WisdomThe Hoodrick Tower of WisdomThe Luxidoor Tower of WisdomThe Vengir Tower of WisdomThe Zebasi Tower of WisdomThe Ai-Mo Tower of WisdomThe Quetzali Tower of WisdomThe Yădakk Tower of WisdomThe Aquarion Tower of WisdomThe ∑∫ỹriȱŋ Tower of WisdomThe Polaris Tower of WisdomThe Cymanti Tower of Wisdom
Sawmill

A Level 1 Sawmill

The **Sawmill** is a building that costs five stars and produces one population for every friendly adjacent Lumber Hut. The building is unlocked by the Mathematics technology. The building can only be built on field tiles, and only one can be built per city.

## Trivia

* It is possible to get a level 0 Sawmill if its associated Lumber Huts are destroyed.
* A Sawmill’s level can be determined by the amount of windows it has, except for level 0 and level 7 ones. (A level 7 Sawmill has only six windows).
* The sprites of level 6+ Sawmills have Workshops in them.

## Gallery

A level 1 SawmillA level 2 SawmillA level 3 SawmillA level 4 SawmillA level 5 SawmillA level 6 SawmillA level 7 SawmillA level 8 Sawmill
Super Unit

* Giant
* Crab
* Dragon Egg
* Baby Dragon
* Fire Dragon
* Gaami
* Centipede
* Segment

A **super unit** is a unit obtained primarily by upgrading a city to level 5 or above.

Each tribe can only spawn one type of super unit. The super unit of all regular tribes is the Giant; each special tribe has its own unique super unit.

Although a super unit cannot be trained in a city using stars, all super units have a theoretical cost of 10 stars. This is reflected in a super unit's information card, Disband value of 5 stars, and point value of 50 points. (A unit's point value is five times its cost in stars.)

## Strategy

A super unit is very strong. A common strategy in multiplayer games (especially on smaller map sizes) is to "rush" a super unit, trying to obtain it as quickly as possible.

Spawning a super unit in a besieged city will push out the invading unit. This is known as a forced unit spawn. Most super units are well-suited for defending a city because most super units have high health; the exception is the Dragon Egg, which can be destroyed easily.

## Trivia

* Before update 2.0.58, super units could be obtained in ruins.
Strategies/Tribes

* Strategies
* **Tribes**
* Units
* Perfection
* Domination
 * **Tribes**
* Ai-Mo
* Bardur
* Cymanti
* ∑∫ỹriȱŋ
* Kickoo
* Polaris
* Xin-xi
* Yădakk
* Zebasi

Tribes fall into two categories based on the the tech they start with. "Turn 0" tribes can upgrade their capital on the first turn. These include Bardur, Imperius, Kickoo, and Zebasi. They are the strongest tribes because upgrading the capital on Turn 0 gives them a “head start.” Having an upgraded capital either doubles income or grants a lot of bonuses from meeting other tribes with an Explorer.

Besides Luxidoor, which starts with its capital already upgraded, T0 (Turn 0) tribes will always spawn with enough resources to upgrade their capital on turn 0. (Resources can be force-spawned if the initial world generation does not provide enough.) By the way, although ∑∫ỹriȱŋ is not a T0 tribe, it will always spawn with at least 2 animals, which can be enchanted into Polytaur units (or used for sanctuaries later).

Although Luxidoor doesn't start with a tech, their already 3 SPT means they are free to use the stars that other "turn 0" tribes devote to a workshop and make a second warrior.

All of the the remainder typically need 9 stars to buy a tech and upgrade their capital, making the earliest opportunity to upgrade the capital be on the third turn, also called "turn 2". You can also get a T1 upgrade if you meet another tribe and they give you a tech which allows you to upgrade your city. Keep this in mind when spawning. (For example, if your quetzali, you want to spawn by imperius because they can give you organization or stars and quetzali has a ++fruit spawn)

Also, each tribe has variations on the resources and terrain generated in their territory.

Special tribes have unique techs and units. In general, they sacrifice some aspects of their economy for stronger military units.

## Tribe Tier List

The ranking of tribes, also called tribe tiers, is controversial and varies based on game version and player preference. Below are a few for reference.

* Tribe Tier List for Teamgames by Prophet on reddit
* Tribe rankings by Vorce

## Tribe-Specific Guides

* Zebasi Opening by Skrealder
* Ai-Mo Strategy by The Plant Psychologist
* Polaris Strategy by Zakaria
* Polaris Strategy Guide by Blisterrednano on reddit
* Guide to Sawmilled Bardur video by Spacebar
* Bardur 100k guide by Tupptupp\_XD on reddit
* Kickoo strategy by Phalanx and Abbalke
* Yădakk opening through the first five turns by Vorce
* ∑∫ỹriȱŋ Strategy by Zakaria
Mycelium

A Mycelium

### Description

Connects cities through any tiles (including Water and Ocean tiles if algae is placed on them). Heals any friendly unit that ends its turn on or adjacent to it by 4 HP.

The **Mycelium** is a building exclusive to the Cymanti tribe that can connect to cities and other Mycelium through field, Forest, and Algae tiles within a 3 tile radius. You can only build one Mycelium per city.
Mycelium can only be built on field and forest tiles. Mycelium heals any friendly unit that end their turn on or next to them by 4 HP and also cures poison. If a city with a Mycelium in it is captured by a non-Cymanti tribe, the mycelium will start healing that tribe's unit instead of the Cymanti tribe's units.

Compared to Roads, Mycelium is on average a much more cost-effective way of connecting cities on contiguous landmasses.

Previously, mycelium would level up depending on how many different trade routes lead into it, healing adjacent units by 2\*(level of mycelium). However, this was later changed so that all Mycelia would always heal by 4 HP.

Before update 2.0.53, the Mycelium itself also functioned like a single road tile.

## Gallery

A level 1 MyceliumA level 2 MyceliumA level 3 MyceliumA level 4 Mycelium
Park of Fortune

The Xin-Xi Park of Fortune

*For the city upgrade reward, see Park.*
The **Park of Fortune** is the monument awarded for completing the **Metropolis** task. Like all monuments, the Park of Fortune produces 3 population, is worth 400 points, and can only be built once in every game.

The Metropolis task is achieved by getting a city of level 5 or greater, either by upgrading a city or by capturing a city that is already level 5 or greater. The task is unlocked by getting a level 2 city.

The Park of Fortune is typically a square park with trees that is enclosed by a wall on all four sides but has a small opening at the middle part of the front. A path goes up and then right to a small house. The ground is transparent, as seen when a Park is built in shallow water.

## Gallery

The Xin-xi Park of FortuneThe Imperius Park of FortuneThe Bardur Park of FortuneThe Oumaji Park of FortuneThe Kickoo Park of FortuneThe Hoodrick Park of FortuneThe Luxidoor Park of FortuneThe Vengir Park of FortuneThe Zebasi Park of FortuneThe Ai-Mo Park of FortuneThe Quetzali Park of FortuneThe Yădakk Park of FortuneThe Aquarion Park of FortuneThe Elyrion Park of FortuneThe Polaris Park of FortuneThe Cymanti Park of Fortune
Mooni

The **Mooni** is a unit exclusive to the Polaris tribe. However, they can be mind-bent to another tribe using Mind Benders and still have the same characteristics as a Mooni but with a different color scheme. A Mooni will still spread ice tiles even if it has been converted using Mind Benders to another tribe. Mooni cannot attack, and serve only as early-game land freezers. The Mooni has the auto freeze ability.

They are unlocked with the Frostwork technology.

The Polaris tribe starts the game with a Mooni.

## Strengths & Weaknesses

Moonies are good for:

* **Actively pushing fronts.** A Mooni can move and freeze area on the same turn, which makes them able to push the frontlines forward and leave enemy units vulnerable by simultaneously freezing them.
* **Freezing uncontested land.** Polaris gains more power with every Ice tile on the map when the Ice Bank is placed. Mooni cannot fight, so if your starting Mooni is still alive, it might be worth walking it around to freeze patches of land between your cities for an extra boost to SPT and to discover each lighthouse.

## Trivia

* The Mooni is known in some game files as the "Icemaker."
* Before the Path of the Ocean update, the Mooni had 2 defense and Freeze Area instead of Auto Freeze.
Roads (Building)

### Description

Connects cities and gives a movement bonus to units moving along connected roads

*For the technology, see Roads (Technology).*

**Roads** are buildings that cost three stars, halve movement cost of tiles they are built on, and form city connections. Other buildings can be built on top of roads. Roads are unlocked with the technology of the same name.

Roads can be built on any terrain type except mountains, water, ice, and Algae. Roads can be built underneath neutral villages but these roads will disappear if the village is captured. Players cannot build or benefit from roads in enemy territory, but any player can build and benefit from roads in neutral territory. Roads cannot be destroyed. The Port can be used to extend trade connections over water. If a player has a peace treaty with another tribe, they both can gain movement bonuses from each others' roads.

For more information on how roads impact movement, see Movement#Roads.

The Cymanti tribe has the Mycelium instead of roads.

Prior to the Path of The Ocean update, roads cost two stars instead of three.
Bridge

### Description

Connects cities and gives a movement bonus to units moving along connected roads. Allow land units to traverse one tile of water

The **bridge** is a building that costs 7 stars and functions as a water equivalent to roads. In addition to halving movement costs and forming city connections, they also allow land units to move across one tile of water. It is unlocked by researching the roads technology.

In order to build a bridge, there must be two land tiles in between the water tile where it is built. This has to be horizontal or vertical (diagonal bridges cannot be built). Like roads, they can be built on unoccupied land.

Naval units can move past bridges.

Land units placed on bridges will still receive the defense bonus from Aquatism, if it has been researched.

Bridges were added during the Path of the Ocean update.

Algae is a Cymanti building that functions similar to bridges.

## Trivia

* In the Path of the Ocean beta, Bridges had a different sprite.
Chivalry

The Chivalry technology

**Chivalry** is a tier three technology that unlocks the Knight, a powerful mounted unit that can travel far distances, and the Burn Forest ability, which turns a forest tile into a field tile with crop at a cost of 2 stars.

## Spearing

Aquarion has the **Spearing** technology instead of Chivalry. Spearing unlocks the Tridention, a powerful ranged swimming unit with the dash and escape skills, as well as the Burn Forest ability.

## Shock Tactics

Cymanti has the **Shock Tactics** technology instead of Chivalry. Shock Tactics unlocks the Doomux, a powerful and agile unit with a high attack and defence. Cymanti does not have access to the Burn Forest ability because Cymanti cannot use crop (build Farms).
Bunny

The **Bunny** is an Easter egg spawned by tapping on any unoccupied tile in player-controlled territory ten times. The unit will destroy any building on any tile that it moves onto. It cannot be spawned in multiplayer to prevent abuse.

During the December holiday season, the Bunta replaces the Bunny.
Fishing

**Fishing** is a tier two technology that unlocks the action of the same name, the Scout unit, and movement on ocean tiles. The action costs two stars and provides one population, removing the fish from the tile it is on. The Scout unit and movement on oceans make the Fishing technology necessary for maps that require exploration over oceans.

The Kickoo tribe starts with Fishing.

Before the Path of the Ocean update, Fishing was a tier one technology (it had the place of Sailing) and only unlocked the action of the same name.
List of Units

**Units** are troops used for expansion and combat. There are 42 unit types in *The Battle of Polytopia*, as listed below.

## Aquarion

The following units are unique to the Aquarion special tribe.

## ∑∫ỹriȱŋ

The following units are unique to the ∑∫ỹriȱŋ special tribe.

## Polaris

The following units are unique to the Polaris special tribe.

## Cymanti

The following units are unique to the Cymanti special tribe.
Polytaur

The **Polytaur** is a high-attack, low-defence unit exclusive to the ∑∫ỹriȱŋ tribe. It is not trained in cities; rather, it is created by enchanting a wild animal, which costs two stars. The Polytaur is unlocked by the Forest Magic technology.

The head of a Polytaur is the same as the head of the animal enchanted to create it. When a Quetzali animal (Qui-Qui) is enchanted, the resulting Polytaur will have small wings; when an Aquarion animal (Turmelon) is enchanted, the Polytaur will have flippers.

## Strategy

The Polytaur is the most powerful in the early game:

* It is not affected by the unit capacity of cities.
* Multiple Polytaurs can quickly overpower an enemy in this stage.
* If a unit stands on a wild animal while it is enchanted, the unit will be "boosted" (see Forced Unit Spawns). This aids early game exploration.

The Polytaur is relatively weaker in the mid and late game because of its low defence.

## Trivia

* It is impossible to enchant a Polaris animal (Mamoo). Polaris terrain only exists in territory it controls, so it is impossible for an ∑∫ỹriȱŋ player to obtain a tile with a Mamoo on it. (However, this was previously possible before Moonrise when a different map generation algorithm was used.)
* Theoretically, there are 256 ways that a Polytaur can look. It has one of the sixteen animal heads and one of the sixteen tribe colors. However, only 240 varieties can appear in-game because a Mamoo Polytaur is impossible to obtain.
* In beta, the Polytaur had the "decay" skill, which made it expire after a short lifespan of three turns.
* In update 2.0.44, the Polytaur gained the independent skill.

## Gallery

The Xin-Xi PolytaurThe Imperius PolytaurThe Bardur PolytaurThe Oumaji PolytaurThe Kickoo PolytaurThe Hoodrick PolytaurThe Luxidoor PolytaurThe Vengir PolytaurThe Zebasi PolytaurThe Ai-Mo PolytaurThe Quetzali PolytaurThe Yădakk PolytaurThe Aquarion PolytaurThe ∑∫ỹriȱŋ PolytaurThe Polaris PolytaurThe Cymanti Polytaur
### Tribe Skins

The Sha-Po PolytaurThe Lirepacci PolytaurThe Baergøff PolytaurThe Khondor PolytaurThe Yorthwober PolytaurThe Aumux PolytaurThe Cultist PolytaurThe Anzala PolytaurThe To-Lï PolytaurThe Iqaruz PolytaurThe Ürkaz Polytaur
Lighthouse

A level 1 lighthouse that has been discovered by the Luxidoor tribe.

>
> A mighty lighthouse constructed by someone a very long time ago. It marks the end of the world and the beginning of space. Find all four and something great might happen.
>
>
>
> –Path of The Ocean website
>

The **lighthouse** is a buliding that appears in the world. They were introduced in the Path of The Ocean update.
There are four lighthouses, one on each of the four corners of the world. If a player removes the fog obscuring a lighthouse (either via a unit or with an explorer), their capital will gain one population, and a floor bearing the respective color of their tribe will be added to the lighthouse. If the tribe has no capital the population will go to their oldest city.

The main purpose of the lighthouses, however, is to complete the **Explorer** task and provide the Eye of God monument, which is accomplished by finding all four of them.

Prior to Path of the Ocean, the Explorer task was completing by researching Navigation and removing every tile of fog from the map. This is functionally very similar to finding the lighthouses.

## Trivia

* In the Path of the Ocean Beta, the Lighthouse had a different sprite.
Explorer

*For the Explorer task, see Eye of God.*

The **Explorer** is a figure that moves randomly to reveal terrain, obtained by upgrading a city to level 2 or as a ruin reward.

Each Explorer moves 15 times. Explorers will move towards the nearest cloud, within four tiles, that they can reach. If there are multiple options that are equally far, it picks at random. If there are no clouds at four tiles distance or lower, the explorer will move randomly. This distance is large enough that it will only be relevant in very unfortunate cases.

Explorers can only move onto mountain, shallow water, or ocean tiles if the appropriate technology has been researched (Climbing, Sailing, or Navigation, respectively). Explorers are allowed to move on top of other units, including enemy units.

The sprite for the Explorer is translucent and colored based on the tribe it belongs to; however, unlike many other units, its head does not change along with its tribe color. The Explorer is nearly identical to the sprite of the removed Scout unit except it does not hold a staff.

## Gallery

The Xin-xi ExplorerThe Imperius ExplorerThe Bardur ExplorerThe Oumaji ExplorerThe Kickoo ExplorerThe Hoodrick ExplorerThe Luxidoor ExplorerThe Vengir ExplorerThe Zebasi ExplorerThe Ai-Mo ExplorerThe Quetzali ExplorerThe Yădakk ExplorerThe Aquarion ExplorerThe ∑∫ỹriȱŋ ExplorerThe Polaris ExplorerThe Cymanti Explorer