recursal/Fanatic-Fandom huggingface dataset:
Beta 51D

**Version chronology**

**External links**

## Major changes

* 51C lockups fixed!
* Military squad weapons are now assigned through their Barracks (additional weapon loadouts can be unlocked by placing weapons lockers in the Barracks)
* Weapons are no longer individually constructed; you can produce a boxed weapons locker and place that in a barracks to equip a squad with a type of weapon
* Combat improved in various, ongoing ways via various fixes/additions to animation logic and combat jobs
* 'basic food' has been replaced by individual recipes
* advanced machines have been added to the game

## Consolidated changelog

* injured people will use injured walk (this affects combat massively)
* improved aesthetics of REDACTED slightly
* the weapon loadout of a military squad is now controlled by its Barracks; default is pistols
* additional weapon loadouts in Barracks can be enabled by installing new weapons lockers
* civilian hunters no longer conflict with your military's weapon use
* combat AI tweaked slightly so that soldiers will shoot non-fleeing enemies over fleeing enemies more commonly
* "basic food" has been removed and replaced with a small number of 1-food recipes.
* added new barracks gun modules (with placeholder models)
* added more high-tier modules to the game
* updated UI framework for minimized windows
* work shift panel now visible on all buildings (& removed old message code)
* added framework for barracks changes
* added improvements to escape key sequencing (more work to do there)
* FIXED: a bunch of minor tooltip style issues
* FIXED: temporary military chars should no longer be assignable to buildings
* FIXED: small issues w/ tutorial text and grammar
* FIXED: minor fix to naturalism surveying animation
* FIXED: opium being impossible to research
* FIXED: variable walk/run speeds among different entities
* FIXED (51C): lock up after loading games from 51C
* FIXED (51B): smelt brass ingots (and various issues in metalworks recipes)
* FIXED (51C): bricabrac output amount incorrect, took zero time
* FIXED (51B): research\_family\_tree scripterror
Chemical Works

The **Chemical Works** is a workshop that your colonists use to produce Fertiliser, Gunpowder, Lacquered Planks and both supplies for Barbershop.

## Workbenches

* Chemistry Workbench - creates chemical products

## Modules

* Simple Door
* Fancy Window

## Decor

Chemical Works can be decorated with common range of items (stained glass windows, shrines, clothes lines, rugs, carpets) with clay pots, stone plinth and practical cabinet.
Beta 52C

**Version chronology**

**External links**

* swapped upkeep needed vs. count in UI
* "Repair Trunk" renamed to "Upkeep Trunk"
* gather upkeep materials now uses multitem system
* "Delete Module" command renamed "Dismantle Module"
* added support features for multi-item system being used by upkeep trunks
* new building construction command tooltips added
* disabled some empty UI containers
* modules have a (deliberately) overdramatic particle effect when they need upkeep. This will be toned down later.
* FIXED 52B: Making upkeep trunks is no longer instant
* FIXED 52B: Doors no longer subtract quality from buildings
* FIXED 52B: Carpets have been returned to their proper quality level
* FIXED 52B: various issues with upkeep handling
* FIXED 52B: upkeep counts
* FIXED: Replays now work again! Yay. Please look forward to Reproducible Bugs Being Removed.
Foreign Office

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*

The foreign office allows you to change your relationship with another faction.

You can also request favors from other factions by spending your diplomacy points generated here, such as for colonists or supplies.

You can only generate diplomacy points for one faction at a time.

Each colonist working in the foreign office requires at least a standing desk and one Stack of Paper to generate diplomacy points.
Frontier Justice

Frontier Justice is the in-game term for colonist execution; typically a measure of last resort intended to control the spread of Cult ideology amongst a colony's citizens. Flagging any colonists for Frontier Justice will cause any nearby soldiers and militia to attack them with their firearms, and cause the offender to flee. Nearby colonists possessing traits that dispose them to violence (Criminal, Brutish, possibly more) may also attack with improvised weapons like construction hammers.

* Upper Class death notification
Bottle of Whisky

*"Distilled high-proff alcohol. It helps people forget"*

**Whisky** is a distilled sprits made from Beer or Wine in the Kitchen using a Still.

It can be served in a Public House serving distilled sprits or used as an ingredients when cooking Refined food​.

Whisky can be traded in the Trade Office at a value of 150.
Alpha 45B

**Version chronology**

**External links**

* Foreign Office faction standing for the Empire and for the local Bandits now hooked up to current faction standing (though not attached to a graphic yet)
	+ bandits now hooked up to foreign office! you'll have to choose who to run missions for
	+ missions now hooked to custom event scripts!
	+ (more UI work to be done differentiating diplomacy points from faction standing, as well as disabling faction options if they aren't in the area)
	+ more Fun yet to be implemented if you are very loved or very hated by a given faction
	+ need to move Fishpeople to a better place, UI speaking and figuratively speaking.
* added Bandit events: bombing run, propaganda drop, insult drop, false info, bandit guard town (and overhauled others to play nice in new system)
* Mines will display their outputs & mine depth in their UI window (and not crash the game)
* added progress bar to mining in mineshaft job
* removed a lot of unnecessary ticker text
* removed debug events
* added all decor to the boxed module system
* FIXED: Naturalist examination of rocks could result in spawning of infinite eldritch artifacts
* FIXED: error when selecting dialog button in Naturalist studies fishperson/obeliskian
* FIXED 45A: error when using "Daring" loadout
* FIXED 45A: Sausage / inedible basic\_food error
* FIXED 45A: some existing boxed module bugs
* FIXED 45A: Added/fixed a number of icons (generally to do w/ boxed module system)
* FIXED 45A: assigning a Chemist would crash the game
Immigration

Once in a while the Empire will tell you that your colony is ready to receive immigrants. Any immigrants will arrive shortly at the middle of your colony. The offer is only available for a limited time.

Some types of immigrants will not show up in your work crew menu. This is the case with any colonist that are not eligible to be assigned in a regular workcrew, such as Aristocrat, if they have the Military Training trait, are overseers and once in a while they just get assigned seemingly at random.

There are 3 different options to choose from, listed below.

## Three of anyone you've got.

* Gives three random colonists. This can include Overseers and gives +1 Prestige.
Cooked Fishperson Steak

*"Naturalists have assured us the fishfolk do not feel pain, so don't worry about it."*

A Raw Fishperson Steak can be cooked at an Oven in a Kitchen to provide a Cooked Fishperson Steak.

The Fishperson Steak recipe has a high yield, making it very good at keeping hunger at bay, but the taste is sort of "fishy".

"Exotic Cooking" technology is required to cook Fishperson Steak

Overseer prefered
Food

Food in Clockwork Empires encompasses anything that is edible to your colonists. Food is used to keep your colonists alive and can be obtained in various ways such as farming, hunting and foraging. Many food objects have various states such as their forage state (e.g. Lingonberry Bush, not directly edible), their collected state (e.g. Bushel of Lingonberries, edible), and their cooked state (Crate of Lingonberry Preserves).

Food influences the mood of a colonist. A colonist will eat one time every day, and the better food, the happier memory will come of eating. A varied diet with cooked food is desired to maximise happiness.

## List of foods in Clockwork Empires

\* Category Raw Fungus

* Bushel of Black Cup Fungus
* Bushel of Orange Cup Fungus
* Bushel of White Cup Fungus

```
  * Fungus Stew
  * Pickled Fungus (tradable)

```

\* Category Raw Vegetable

* Bushel of Maize
* Bushel of Cabbage
* Bushel of Chilli Peppers
* Pumpkin

```
  * Maize Chowder
  * Chilli Stew
  * Cabbage Stew
  * Farmer's Stew
  * Pickled Chillies (tradable)

```

\* Category Raw Fruit

* Bushel of Saskatoonberries
* Bushel of Lingonberries
* Bushel of Grapes
* Bushel of Prickly Pear

```
  * Fruit Medley
  * Berry Preserves

```

\* Category Raw Meat

* Raw Steak
* Raw Bird
* Raw Beetle Steak
* Raw Fishperson Steak
* Long Pork
* Cube of Flesh

```
  * Cooked Meat
  * Bushel of Sausages
  * Fishperson Steak
  * Long Pork Steak
  * Fishperson Pie
  * Long Pork Pie
  * Tin of Meat (tradable)

```

* Bag of Wheat Flour

```
  * Loaf of Bread
  * Pie

```

* Crate of Coconuts

```
  * Coconut Stew
  * Coconut Curry

```

* Cut Sugarcane (tradable)

```
  * Bucket of Molasses (tradable)
  * Sugar Loaf

```

* Bushel of Exotic Caviar

```
  * Tin of Exotic Caviar (tradable)

```

**Category Booze** (Alcohol)

Brewed Drinks

* Jar of Beer (tradable)
* Ferment Wine (tradable)
* Jar of Chicha (tradable)
* Gurapo (tradable)

Distilled Sprits

* Bottle of Whisky (tradable)
* Bottle of Moonshine (tradable)
* Bottle of Rum (tradable)
* Caninha (tradable)

```
  * Refined Food​

```
Brutish

*" This person tends to solve life's problems by hitting them."*

Brutish is one of the character traits in Clockwork Empires.

## Effects

Along with the Foolishly Brave and Of Criminal Element trait, if a colonist with Brutish is conscripted into a militia squad, they wouldn't feel anger at being forced to defend the colony.

Brutish Characters also derive pleasure from killing.
Beta 52A

**Version chronology**

**External links**

## Major changes

* added building mode description widget (so if you're placing blueprints, it says so, and provides a "Done" and "Cancel" button.)
* modules and buildings will return their materials when dismantled! Get Hype!
* commodity count should be totally fixed and correct! (If it looks funny to you, please let us know.)
* fixed certain display issues for people on terrifyingly large monitors
* HINT: PROTECT YOUR MEAT FROM FOXES

## Full changelog

* animals now eat forest meat
* removed trader item drop on flee
* added additional error checking in "vicar\_take\_confession" fsm
* Bandits will become enraged (and an alert will appear) if you forage their tents when they're nearby
* modules will return their materials when deconstructed
* modules slated for dismantling will display an icon to show that they have been so designated
* buildings will return their construction materials when dismantled
* changed "Bricabrac" to "Bric-a-brac" upon order of the Dept. of Pedantry
* made people smarter about keeping guns loaded
* Steam Knights now contribute significantly to colonists' feeling of safety
* text numbers for commodities in module placement tooltips turn red if that material requirement can't be fulfilled
* module placement button grays out when material requirements can't be fulfilled
* added sounds to a number of steam knight animations
* added "?" box tutorial for farms
* added unique model for moonshine
* standard welcome event should overflow the text box less often
* made module menu glass buttons a bit more opaque
* balance: added clay at all to Boreal Forest
* FIXED: fixed up "slapped\_other" type memory names
* FIXED: "You recieved 1 immigrants" grammar issues
* FIXED: <building\_destroy\_item/> did not actually delete commodities in a stack (this affects Make Stone Bricabrac etc.)
* FIXED: a couple of crashes switching in and out of building creation modes
* FIXED: Cancel button works for building creator
* FIXED: highlighted region now corresponds to where your mouse is in full screen mode when game is run with a backbuffer that is larger than the display area
* FIXED: smelt gold ingots
* FIXED: label on bottle laudanum job
* FIXED: icon on brick charcoal kiln
* FIXED: brick charcoal kiln construction requirement
* FIXED: explore waypoints can now be properly cancelled
* FIXED: "Repair Module" job now restriction to workcrews with "construction" enabled
* FIXED: sermon-giving issues
Alpha 49B

**Version chronology**

**External links**

## Major Changes

Added a ton of new biomes and biome content. You can now select your starting position on the embark map - choose wisely.

## Changelog

* populated new biomes with terrain textures, game objects, biome transition definitions
* added Desert Fox, Snow Fox, various Tortoises, Wooly Aurochs, Arctic Dodo
* added wild grapevines that can foraged for grapes which can be made into wine
* the "Hale & Hearty Recovery" event has been updated and is re-enabled
* colonists will wait until they are hungrier before resorting to eating trade food
* colonists will get better memories from eating trade food
* added particles to stone charcoal kilns when in use
* streamlined the following events to work with the new mini-event system: Bandit Corpses, Bandit Wants to Join Colony, Fishpeople Caravan, Fishpeople Patrol Beach, Fishpeople Send Raiders, Organized Citizen Finds Supplies, Ravenous Herd, Research Family Tree, Scholar Report
* added code support for events that spawn items to list the items spawned in the text of the event.
* added images for several "?" help screens that were missing them
* added different day/night lighting sets per-biome
* FIXED: people would be creeped out by their own creepy whispering
* FIXED: people whispering creepily wouldn't animate
* FIXED: issue with the "get up from doing pushups" animation
* FIXED: cannot embark in 100% water
* FIXED: embarks that would dump you in 100% water will now place you on land
* FIXED: terrain side texture scaling now set to 100% universally
* FIXED: gossip was not creating meaningful emotional reactions
* FIXED: biome moisture/temp defs so all intended biomes appear on generated map
Beta 52F

**Version chronology**

**External links**

* added smarter tooltip anchoring code
* added anchored tooltips for emotion bars which should cause fewer issues.
* added a major event arc
* Graveyards are now use fixed zone size system (like farms)
* improved "shoo animal" job; it will work more effectively now
* airships now crash in more varied locations
* 2x button, workshops, offices, houses, and commodities buttons now highlight when in use
* "Ceramics" skill is now "Stoneworking" (In future builds its scope will be expanded to include mining)
* the following jobs will now show progress bars: Finish Upkeep, Clear Object, Deconstruct Building, Deconstruct Module, Flatten Terrain
* Master/W-tier upkeep trunk commodities now show the actual number being produced in their recipe
* balance: immigration is more likely to give you lots of characters if you have significant excess capacity
* balance: civilian colonists will get more negative memories from combat
* balance: seeing eldritch horrors is now more terrifying
* balance: inactive workshops/offices do not require upkeep
* FIXED: module tooltips now persist across save/load
* FIXED (52E): immigration count errors
* FIXED (52E): foreign office not resetting missions
* FIXED: Rogue Stahlmarkian would stay forever
* FIXED: tutorial window sticks around when game is shut down, causing crashes
* FIXED: leftover jobs showing up in jobs menu after starting new game, quitting to main menu, starting new game again
Bamboo

**Bamboo** is a type of tall, woody vegetation, generally included in the broader category of trees for resource gathering purposes. It spawns natively in the Jungle and Swamp biomes, but may also be planted and grown as a crop on farms in any Biome, making it a renewable source of wood. Bamboo is harvested to produce Bamboo Poles, which may be used in place of Logs, or processed at a Carpentry workshop to produce Planks.

In real life, Bamboo is not considered a true tree, being instead a very large and fast-growing type of grass.

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*
Booze Value

This system is no longer in use, and is considered obsolete. It is included here for historical interest only.

Alcoholic beverages (all the products of the Brewery), in addition to having a Food Value, also have a similar **booze value** that does not currently appear in game, but is contained in game files.

These values are not currently used to determine the magnitude of intoxication; rather, levels of effect are, in ascending order, drinks tagged "brewed\_booze", "spirits", then "laudanum".

## References

1. ↑ Booze Values Don't Appear to be Normalized
Alpha 48D

**Version chronology**

**External links**

* modified work shift box to sync visual refresh with processing of button click
* buttons now respect padding as if they were container buttons
* changed main window text ticker to have three sizes, default is middle size
* added confirmation dialog on changing work crew times (will add a "don't show this again" option later)
* modified config file code to write out changes to the file when a variable is changed rather than on exit to avoid the - issue where an unsafe exit would lose changes
* reorganized colonist list to be more compact, have a bit more functionality, and be more of a "white pages" for - colonists.
* alerts rewrite as part of ongoing UI organization to make way for Fun.
* alerts now batched by type to cut down on spam. When targets for zoom are batched into an alert, repeated clicks - will cycle through zoom targets
* left click and right clicks swapped on the alerts. this is intentional, and is going to be a little weird for the first bit, sorry!
* alerts corresponding to player choices are now separate from those not. Pop-up events cut back to fall in line with future plans for content.
* alerts now have varying degrees of importance, with pop-out detail windows replacing the huge tooltips which vary in detail and size corresponding to the importance of the alert. more important alerts also have different button art.
* added floating alert for revolting workcrews
* shorted some UI sounds slightly
* added "shoot bandits" command to bandits
* FIXED: construction materials dropped by re-assigned worker would sometimes be frozen in space
* FIXED (48C): farming work crew wouldn't increment overseer skill
* FIXED (48C): perennial crops
* FIXED: "chermistry"
* FIXED: perennial harvest stage calculation off by one
* FIXED: some event art had a missing edge
* FIXED: really, really explicit setting of when fire is ON or OFF
* FIXED: possible scripterror in foreign\_invasion
* FIXED: Fishpeople will not attack ungrown crops
* FIXED: do\_science.fsm now won't scripterror after save/load in certain circumstances
* FIXED: selection box not letting you select some objects
* FIXED: some more crashes
* FIXED: a couple of uninitialized variables doing Fun Things
Cabbage Field

Harvest output: | 8 units

**Cabbage Field** is a crop field. When harvested, it produces Bushel of Cabbage. Bushel of Cabbage can be processed into Cabbage Stew or Farmer's Stew by colonists in a Kitchen, provided the kitchen has an Oven.

## Gallery

* Cabbage in the early stage of growth.
* Cabbage ready for harvest
Bandit

Bandits are hostile humans that spawn in camps that contain a handful of tents and raid your colony. They will steal your Commodities during attacks. Slain bandits will drop their weapons. You may then click on the weapon and claim it if it's one you want. At that point it will be added to your Commodities and a colonist will go and get it. Once it is put into a stockpile, it will be available to your soldiers.

A bandit wearing armour resembling that of real-life Australian bushranger Ned Kelly may be seen in the Alert window illustration, and as a participant in raids. When a Bandit Raid event occurs, a Bandit Camp and a number of bandits will spawn some distance from the colony, and a notification icon will appear, allowing the player to select their response. The inhabitants of a Bandit Camp will only raid the colony once; bandits who return to their camp will not leave it again, although they remain hostile indefinitely.

Bandit gangs have procedurally-generated names, similar to the names of a Colony's Work Crews. When they first spawn on a map, the colony Administrator will be given the option of setting policy - broadly speaking, peaceful co-existence, or aggressive conflict. This choice, in turn, may lead to resource sharing, or increased bandit raids, respectively.

A bandit may also want to leave behind their savagery life and defect to The Queen. Doing so, if you have a truce with the particular gang the bandit is leaving from, will often break the truce and give the player a choice to either turn hostile towards it or hope that it comes back around.

When a bandit is killed, the player has an option to bury the bandit in the graveyard. Doing so will make the player gain respect of the bandits and they may offer a truce later.
If all the members of a gang have been rid of (by either killing them, or them leaving the gang), the player will be notified that they have seen the last of this particular gang. This will give you an opportunity to loot commodities from their tents.

## Raids

There's a 50% chance an armoured bandit will spawn in a raid. Furthermore there can be no bandit raids on day 1, and only a minimum sized one on day 2.

A colony may choose to fight the bandits, or let them peacefully rob your Stockpile. Choosing not to fight will lower Prestige by one.

* Bandit Raid event alert
* "Don't ask where we got these."
* A fallen bandit
* Bandit Camp with two bandits up to no good.
* Bandit beatdown!
* A bandit wearing armour.

## Major Raids

In case of the major bandit raid event all of the bandits in the area will group up and cooperate to raid the colony.

A colony may choose to fight the bandits, or let them peacefully rob your Stockpile. Choosing not to fight will lower Prestige.

* Major Bandit Raid event alert
Brass Cogs

Type: | Refined

**Brass Cogs** are made at the Metalworks from Brass Ingots. They are used to create advanced machinery such as the Spinning Mule and Mechanical Brewing Tank.

### Miscellaneous information

A **cog** is a tooth of a gear or cogwheel or the gear itself.

A **cog** engages with another **cog** and motion in one will result in motion of the other. Gearwheels that engage with chains are sprockets, not **cogs**.
Iron Oven

**Iron Oven** is a module intended for use in a Kitchen and is used by Work Crews to cook Food. This type of oven is more efficient, but requires iron parts.

The requirement for iron parts to build it means an operational Metalworks is necessary to build it. More painfully, iron parts are also required to repair it, making it best to wait until an iron mine has been built, to avoid inoperable ovens once the surface nodes are used up.

## See also

* Stone Oven
* Steam Oven
Rummaging Rabbibunny

The **rummaging rabbibunny** is a rabbibunny whose name is unknown, who ramages in a pile of garbage next to the Citadel. He hides inside the garbage truck to get into the area which is closed to the public.

When Twinsen escapes from the Citadel, he has to find a way through the closed and heavily guarded gate. He encounters the rummaging rabbibunny at the nearby pile of garbage, and gets the hint to hide inside the garbage truck in order to get out of the closed area.
Brewery

**[This page is outdated as of version 45. The Brewery has now been merged with the Kitchen]**

The Brewery is a workshop that your colonists use to create delicious alcoholic beverages for your colony. These beverages help your colonists reduce their levels of madness.

A Simple Wooden Brewing Vat or a Mechanical Brewing Tank is all that's required to make beer from wheat or chicha from maize. Colonists can then drink the beer/chica. A Still is required in order to make the stronger stuff.

## Usage

* **Chica** - Grow maize (both biomes) and put it in vats.
* **Beer** - Grow wheat (temperate biome only) and put it in vats.
* **Rum** - Grow sugarcane (tropical biome only), cook it into molasses in a Kitchen, then run it through a still.
* **Moonshine** - Run chica through a still.
* **Whiskey** - Run beer through a still.

A simple Brewery can be built using only wooden vats:

* A 6x4 with two vats on either side, with a two square walkway down the middle. Place the door last and position it along the right side of the walkway so it doesn't open directly in front of an access point. Alternatively a loading bay door can be used.
	+ This arrangement cannot be upgraded to mechanical vats, but the wooden vats can always be repaired with planks.
	+ One vat can be replaced with a still later since it takes the same internal space, as long as there's sufficient external space available next to the building.

In the tropical biome it's feasible to consider building a brewery without any vats, by making rum. You may find a separate kitchen dedicated to making molasses helpful if you decide to do this. Then you can scale molasses production by adding/removing workers at that kitchen. Just keep in mind the sugarcane is also part of your food supply.

## Modules

* Loading Bay Door
* Lower Class Door
* Simple Wooden Brewing Vat
* Mechanical Brewing Tank
* Still

## Goods Created

* Jar of Beer
* Jar of Chicha
* Bottle of Moonshine
* Bottle of Rum
* Bottle of Whisky
Clockwork Empires

**Clockwork Empires** is a game from Gaslamp Games. It's part strategy game, part city simulator that mixes steampunk with Lovecraftian vibes. The game takes place in a fantastical industrial revolution. Factories are central to the character of the game.

It was released on October 26, 2016.

In 2017 due to many reasons, Gaslamp Games broke up and the game was no longer buyable.

## External links

* Steam

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*
Fishperson Pie

*"It seems to writhe gently in the corner of the eye"*

Fishperson Pie is a Food item produced by cooking Raw Fishperson Steak with a Bag of Wheat Flour and a little Sugar, made in a Kitchen at the Oven.

The Fishperson Pie recipe has a rather high yield, making it very good at keeping hunger at bay. but the taste is sort of "fishy". The sweetness of the dish will make it a nice meal for the common colonist.

"Exotic Cooking" technology is required to cook Fishperson Steak

Aristocrat prefered
Idol of Quaggaroth

*"A crude geometric from carved from dense, dark stone."*

Artifact of unknown origin and mysterious nature. May be studied by a scientist in a laboratory equipped with a macroscope. Doing so will "give prestigious results" and add to the idol's tooltip: "This artifact has been studied, with prestigious results! It belongs in a museum!"
Hat Enthusiast

*" This person absolutely must, at all times, be wearing this year's hat. IF they cannot acquire this year's hat, they will think badly about themselves until they manage to do so; additionally, anybody around them had better be wearing suitable head gear."*

Hat Enthusiast is one of the character traits in Clockwork Empires.
Desires

**Desires** are a character property in the Clockwork Empires.

Desires are objectives for a character to complete. If possible characters will prefer jobs associated with their desires. Personal property may also be acquired in associations with the desires.

Desires are things colonists can talk to other colonists about. If they have similar desires, they will be happier and get to be friends easier.

Desires also affect memories. Colonist can remember a fulfilled desire and be happy about it, or the opposite when the desire is not yet fulfilled.

## Universal Desires

 Wants to kill another human being, as they are the most dangerous game.

 Is hoping to join an enjoyable social group, for occult ritual and discussion of that which we were not meant to know.

 Wants to start a cult.

 Wants to see a fishperson.

## Lower Class Desires

Note that the lower class colonists currently don't have desires.

 Wishes to obtain a lower class bed.

## Upper Class Desires

 Wishes to obtain an upper class bed.

 Wishes to have an upper class table installed in their house.

 Wishes to have an upper class chair installed in their house.

 Wishes to have an ornate cabinet installed in their house.

 Wishes to have a fancy bookshelf installed in their house.

 Wishes to have a steam radiator installed in their house.
Job

**Jobs** are all the things that a colonist does. These can be jobs assigned by the player, like farming and mining, or independent behaviors, such as idling, gossiping, and fleeing.

There are several ways a player can create jobs. By left clicking most objects in the environment, which summons an options gear, and selection one of the options (usually clearing, processing, or gathering), by adding a new building to be constructed, or by ordering commodities made in a Workshop.

Many jobs are auto created, such as jobs in a mine and at a farm.

Independent Behaviors:

* **Idle**
* **Gossip**
* **Wander (human), Wander Near Overseer**
* **Sleep**
* **Eat Food, Eat Cooked Food**
* **Forage due to Hunger**
* **Smash stuff**
* **Cower Inside**
* **Burial Duties**
* **Cannibalistic Murder**
* **Seeking inspiration** (if the colonist is a poet)

Player created behaviors:

* **Tidy Shop**
* **Finish Production**
* **Bake Bread**

* **Tend Crops, Harvest Crops**
* **Farming**
* **Wield shovel, Wield Axe, Pick up Hoe**
* **Return Goods, Return Container**
* **Drop item**
* **Gather Repair Materials**
* **Perform Repairs**
* **Mine in Mine shaft**
* **Make Charcoal**
* **Smelt Iron Ore**
* **Ponder the Wonders of Science, Admire Fine Implements of Science** (if the colonist is a scientist)

Combat related behaviors:

* **Do Military Training**
* **Pick Up Equipment**
* **Fleeing from Enemy, Fleeing Toward Civilization**
* **Reload firearm**
* **Shoot at Entity**
* **Melee Attack Entity**
* **Retreating (Within Civilization), Retreating (Outside Civilization)**

## Job utility

Every job has a number assigned to it, known as it's utility. This number decides how important the job will be to do for a colonist. Every job has a base utility that is then modified by factors such as distance, Traits and the Day-Night Cycle.
Buildings

**Buildings** are built by dragging the blueprint of the building across the grid on a flat section of ground and filling it with modules. They can be any shape or size you wish, provided you have the proper materials to build them. The icon for the building will be highlighted in the menu if you are able to do so. Buildings can be demolished by clicking them and press the "demolish building" button.

Buildings have a certain amount of hit points and will be destroyed if this amount reaches zero. As of Alpha 50 there is no way of repairing damaged buildings. Unfinished buildings can't be targeted by Enemies.

*"Buildings are what define our Civilization and separate us from the animals - using buildings designated within, we may work, sleep, pray, and toast the health of Her Majesty The Queen!"*

## Workshops

*"Workshops are the center of Colonial Industry, where labours transform raw resources into useful commondities."*

* Carpentry Workshop
* Kitchen
* Ceramics Workshop
* Chemical Works
* Metalworks

## Foreign Outreach

*"Whether you want to protect your colony from outside influence or reach out and make a friend, Foreign Outreach buildings will help you control your place in the world."*

* Barracks
* Trade Office
* Foreign Office

## Frontier Exploration

*"With these buildings, the wonders of the frontier are yours to seize - whether it be ores, strange creatures, or forbidden knowledge."*

* Mine
* Naturalist's Office
* Laboratory

## Public Services

*"Productivity requires a podsnappery populace - Public Services buildings will keep citizens happy and help them make the most of themselves"*

* Public House
* Barbershop
* Chapel
* Training Academy

## Housing

*"Housing is essential for keeping your colonists sleeping happily, and also increase your Population Cap."*

* Labourer Bunkhouse
* Overseer House
* Aristocratic Manor
Clockwork Empires Wiki

Welcome to the Official *Clockwork Empires* Wiki
the *Clockwork Empires* compendium by the players, for the players.
We are currently maintaining 2,298 pages (607 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

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Have a page you'd like to add to the Clockwork Empires Wiki? Get started by giving your article a name and hitting "Create Page." Edits and improvements to existing pages are also appreciated.

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About
*Clockwork Empires* is a steampunk and cosmic horror city-building simulation game from Gaslamp Games. Your mission is to build a colony populated by AI characters with their own traits, memories, and goals.
Take on the role of a Junior Bureaucrat (Colonial Grade), sent forth to seek fame, promotions, and natural resources to feed the ravenous maw of Imperial Industry & Commerce. Build a prosperous colony, fill it with magnificent factories worked by oppressed labourers, and harness the awesome power of steam through fearsome machines invented by determined men and women of Science! History is yours to seize for fame and fortune, for Science, and for the Queen and the glory of the Clockwork Empires!

**The game is no longer available to purchase as of May 5, 2019.****Developer:** Gaslamp Games**Publisher:** Gaslamp Games**Version:** Version 1.0 (26 October 2016)**Genre:** Strategy**Mode:** Single-player**Media:** DigitalPlatforms and Release dates
October 26, 2016

News
* Well, That Happened! 2016/11/02 18:55

* Clockwork Empires 1.0 launched! 2016/10/26 17:00

* Clockwork Empires Launch Trailer – 1.0 goes live on Steam tomorrow! 2016/10/25 17:07

* My Favourite Icons 2016/10/19 20:43

* Providing The Challenge 2016/10/13 00:23

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Links

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* Steam
* Facebook
* Twitter
* Reddit
* Youtube
* Twitch
* Gaslamp Games
Bushel of Chillies

*"A bushel of tasty chillies to garnish bland boiled dishes."*

A Food item, Chilli Pepper is a Raw Vegetable produced by harvesting a Chilli Pepper Plant at a Crop field. May be eaten raw, or used in the following recipes:

* Crate of Pickled Chillies
* Chilli Stew
* Farmer's Stew

Can also be used to make Refined Food​.
Kitchen

The Kitchen is a workshop where your colonists create cooked food in any type of oven, brew a drink in brewing vat/tank, produce spirits in a still, or create tinned food in a workbench.

## Workbenches

* Stone Oven - to cook basic food for both overseers and labourers.
* Iron Oven - to cook basic food in batches
* Steam Oven - to cook basic food in batches
* Simple Wooden Brewing Vat - to brew beer and chicha and ferments wine.
* Mechanical Brewing Tank - to brew beer and chicha and ferments wine in batches
* Still - to distill spirits
* Assembly Workbench - to produce tinned food (can be sold)
* Advanced Workbench

## Modules

* Simple Door
* Loading Bay Door
* Simple Open Window
* Simple Closed Window

## Decor

Kitchen can be decorated with a common range of items (stained glass windows, shrines, clothes lines, rugs, carpets) and with clay pots. No cabinets or wood/stone plinths are available.

Apart from standard decor, kitchen allows two special decor modules: Hanging Pots made of iron and Spice Rack made of wood; these modules are produced directly from base materials.
Alpha 44A

**Version chronology**

**External links**

## Major Changes

* Building Quality is now a thing that matters! This is determined by number of functional modules vs. decor modules in buildings and will affect the mood of colonists working or sleeping in buildings.
	+ We also added a bunch of new decor and fixed up all the descriptions.
* Point lights are now a thing, so lamps will give off light!
* We've increased madness levels, added new cult formation triggers, and added some more horrible occult events.

## Public

* added point lights
* added Building Quality system! You will now have to balance the ratio of work modules to decor in your buildings. Nicer buildings mean happier colonists!
* and added building quality display on UI for carpentry workshops, lower class houses (and maybe others; in-progress)
* lighting rewrite: the renderer now applies interior ambient lighting for objects inside buildings, and tracks it on the interior
* added one-time bailout event if you have more workers than you can allocate to all of your overseers
* added 14 new decor modules
* appropriate decor has been added to all buildings' default module lists
* stockpile UI edited for better usability.
* added Beetle Curse
* added Tree Curse
* added Black Magic Murder event
* increased transparency of semi-transparent building walls.
* many modules have been renamed
* many modules have new descriptions
* some events have been given more detailed descriptions for number of ai agents involved
* balance: build costs on all decor have been adjusted
* balance: many more experiences can now trigger "cult seed" depending on character traits
* balance: more strange/terrible events may now provoke cult formation
* balance: fishpeople made less likely to turn murderous when intimidated by soldiers
* balance: corpses will only spawn vermin after being left out for a day
* balance: reduced max bandits that major bandit attack can send
* balance: contact with Obeliskians made slightly more maddening & for longer (due to rarity)
* FIXED: footprint size on carpets
* FIXED: environmental light values now set correctly after save/load
* FIXED: aborting a "Gather Building Materials" job due to an explosive injury would put the job in the wrong assignment, causing it to be completed infinitely
* FIXED: various typos & grammar (farm text, immigration event)
* FIXED: scripterror in certain decision case of "Colonists Denounce Cowardice Vs Bandits"
* FIXED: murder due to hunger
* FIXED: commodity drops upon character death
* FIXED: cult leadership now transitions correctly when leader dies
* FIXED: some memories were not being triggered correctly
* FIXED: some leaking memory
Gunpowder

Gunpowder is needed to make Combat Supplies and Landmines. Crafted in a Chemist Shop's, from Charcoal and Sulphur.

6 KNO3 + C7H4O + 2 S → K2CO3 + K2SO4 + K2S + 4 CO2 + 2 CO + 2 H2O + 3 N2

**Gunpowder**, also known as **black powder**, is a chemical explosive—the earliest known. Gunpowder was invented in China when Taoists attempted to create a potion of immortality. Because of its burning properties and the amount of heat and gas volume that it generates, gunpowder has been widely used as a propellant in firearms. Gunpowder's burning rate increases with pressure, so it will burst containers but just burns in the open. Ignition of the powder packed behind a bullet must generate enough pressure to force it from the muzzle at high speed, but not enough to rupture the gun barrel. Gunpowder thus makes a good propellant, but is less suitable for shattering rock or fortifications. Gunpowder contains 3 megajoules per kilogram, and contains its own oxidant. For comparison, the specific energy of TNT is 4.7 megajoules per kilogram, and the specific energy of gasoline is 47.2 megajoules per kilogram (though gasoline requires an oxidant, so an optimized gasoline and O2 mixture contains 10.4 megajoules per kilogram). Gunpowder is a low explosive and as such it does not detonate; rather it deflagrates. Since it contains its own oxidizer and additionally burns faster under pressure, its combustion is capable of rupturing containers such as shell, grenade, or improvised "pipe bomb" or "pressure cooker" casings, forming shrapnel. [Source: https://en.wikipedia.org/wiki/Gunpowder]
Iron Ceramics Kiln

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*

An **Iron Ceramics Kiln** is a module intended for use in a Ceramics Workshop. Used by Work Crews to fire a Cube of Clay, producing Bricks. A more advanced alternative of the Stone Ceramics Kiln and Brick Ceramics Kiln, but much more expensive.

## See also

* Brick Ceramics Kiln
* Stone Ceramics Kiln
Adaptable

*"This character can acquire new skills faster than other people, and is slightly less likely to be made unhappy or driven insane by unfortunate changes in events."*

Adaptable is one of the character traits in Clockwork Empires.

## Effects

* Doesn't go mad as easily and is thus less likely to
	+ pray to the dark forces
	+ give in to the fishy ones
* Doesn't feel terror as easily
Alpha 43C

**Version chronology**

**External links**

## Major changes

* Farms are now assigned to work crews. A work crew can work on, and operate, multiple farms.
* Pubs are now more efficient and give better feedback
* services buildings (pub, barber, chapel) will automatically shift workcrew hours to be better able to service workcrews on default schedule.
* Building icons will be grayed out if you do not possess the materials to build them. Tooltips will display what is needed.
* the Kitchen and Brewery have been merged

## Full changelog

* Farms are now assigned to work crews. A work crew can work on, and operate, multiple farms.
* added "Colonists want a chapel" event
* added wall-mounted aurochs/beetle heads to decor
* Lower class Immigration event has been entirely rewritten! Expect more variety.
* balance: eating cooked food now totally resets hunger (so you don't have to climb out of a huge hunger deficit as soon as you start cooking food)
* added tooltip text to farm crop information icons
* custom character name length now limited to avoid Problems
* the Pub UI now shows number of pints available
* buildings now have grayed out icons if player doesn't have minimum construction requirements, tooltips with red text indicate what is needed.
* disabled farming filter buttons to reflect new assignment control for farms.
* graveyards now have tooltips, as do farms without a selected crop
* Barbers, Vicars and Publicans now have "service hours" automatically assigned when they are assigned to the corresponding building, in order to allow better service for clients.

* balance: sleep time reduced by 25% to make nights more Interesting
* balance: rebalanced relative utility of a number of "social" jobs
* balance: characters now get 3 shifts off by default instead of 2 (to give them more time for non-work actions)
* balance: characters get upset for overwork at 1 fewer subsequent workshifts to reflect the rebalancing of workshifts
* balance: pumpkin is now a mechanically distinct crop from corn and has its own stats
* balance: lower class immigration now happens 20% more often
* balance: Foreign Invasion event is now less soul-crushing (ministry will send landmines, allies will send troops)
* balance: merged Brewery into Kitchen

* FIXED: issues w/ "Colonists denounce cowardice" event
* FIXED: will no longer receive memories for "murdering" animals (unless vegan)
* FIXED: colonists overview occupation text
* FIXED: scripterror when colonists denounce cowardice vs. bandits
* FIXED: logs from chopped down coconut palms now properly set as owned by player
* FIXED: doubly doubled entry for Bushel of Orange Cup Fungus would appear when it was foraged
Barracks

The **Barracks** is a building that can be constructed by colonists. Work Crews can be assigned as militia by assigning them to a barracks. Each work crew needs its own barracks. They start out with brown coats, but they will train and after a while they will don red coats and have somewhat improved stats.

At your colony's humble beginnings, your militia would carry a pistol as a default weapon, which isn't quite the top equipment. To arm your militia with something more deadly, manufacture other weapon lockers and place them into your Barracks. Don't forget to produce some ammo for these weapons. When done, open your barracks management window and select the weapon you want to choose for your brave soldiers. Additionally you can assign your squad to the day shift or the night shift.

## Modules

* Simple Door
* Simple Open Window

## Decors

Barracks can be decorated with a common range of items (stained glass windows, shrines, clothes lines, rugs, carpets), with simple cabinet and with clay pots. No wood/stone plinths are available.
Crate of Pickled Chillies

*"A crate of spicy pickled Chillies."*

A Food item. prepared in the Kitchen using Bushel of Chillies and Glass bottles. To prepare Crate of Pickled Chillies an Assembly Workbench is required.

Pickled Chillies is a delightful meal for the colonists

A Tradable Food item, Pickled Chillies can be traded in the Trade Office at a value of 240
Concrete Jungle Wiki/Flex section

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* System Requirements
* Release Date