recursal/Fanatic-Fandom huggingface dataset:
Tile Improvements

*Tile improvements can be built by engineers to develop the surface of a planet by increasing resource production, creating static defenses or clearing areas for the city.*

*In addition, tile improvements can be built in star systems to create many of the same planetary resource benefits in addition to allowing for fast space travel through Space Gates, and various other structures for utility purposes.*

**Disable/Enable :** Tile improvements can be toggled Off and On to avoid paying the upkeep if a particular improvement is not being used.

**Destroy Improvement:** Tile Improvements can be destroyed if they are no longer needed

## Planetary Extraction Sites

These sites are built on Ore or Energy deposits to extract resources for the nearest city.

**Engineers** can build extraction sites on any resource deposits which will then allow those resources to be extracted to the nearest city. Extraction sites take energy in order to stay powered on and operational.

## Monitoring Station

Can detect invisible enemies within X amount of tiles of the Monitoring Station

## Automated Turrets (Kinetic, Projectile, or Missile based)

Turrets that will automatically attack enemies in range

## Star Base

Star Bases are the most important hubs for an Empire in space. In addition to acting as a Trade Hub for Freighters and collecting resources in a Star System, Star Bases can also be developed similar to cities to allow for defense and ship construction.

## Space Gate

Space Gates are very important for allowing your Empire to cross vast areas of space quickly. Space Gates are built in multiple Star Systems and create connections to each other. Once multiple gates have been built, you can use them to transfer your units across the space between these gates.

## Orbital Extraction Site

Similar to planetary Extraction Sites, Orbital Extraction sites can be researched and built by Engineers in order to collect resources for a particular star system.
Anastar

Sélénim du compacte secret d'Ostemburg (ou du moins son imago). A peint le tableau avec *Pieter Van Huys*. Chargé de protéger le Crâne de Lazar pour éviter qu’il ne tombe entre de mauvaises mains. Son Royaume a été détruite par le TrOurs Noir (créature de Pachad) et sa stase a explosée… Présumé mort**.**
Expedition

## Expedition Edicts

**To Boldly Go -** reveal the location of all habitable planets in the star systems that have been discovered.

**Frontier Survival -** explorers regenerate 5 hit points each turn.

**Expedited Expansion -** Colony Ship speed increased by 2.

**Manifest Destiny -** cities get 1 additional border growth tile.

**Efficient Design -** star base cost 2 less build packs to build.

**Wanderlust -** vision range and speed increased on explorers by 1.
The Colony Ship

## Colony Ships

*Colony Ships can be built in your cities to allow the formation of new cities. Colony Ships can be loaded with specialists which will determine the bias of any new cities that they create.*

## Loading Colonists

When a Colony Ship is built, specialists are then loaded on to the ship to help found the new colony. The specialists loaded on to start the new city will be removed from the existing city.

Setting a Colony Ship up with a majority of a certain type of specialist is a good strategy if you want to have the new city have a larger district of a certain type. For example, if you want to create a powerful industrial city, you should load the Colony Ship with a majority of industrial specialists.
Space Gates

The ability for an empire to build a Space Gate is a testament to that Empire's technological progress.

Space Gates can be used to allow ships to traverse massive light years in the blink of an eye.

This will allow an empire to not only make their Trade Routes and Supply Routes more effective, but also will allow an empire

to defend a very large area of resources in and around multiple systems. Space Gates must be connected to other gates

through linked hubs. You are able to travel between any of these linked hubs, assuming the gates are active.
Xenia's Ark Wiki

== About this Game ==
*Xenia’s Ark -- a 4X strategy game that seamlessly blends planetary, star system, and galaxy maps into a comprehensive, compelling, and captivating experience. After fleeing their dying galaxy, the major empires of Ousia Omina seek to reestablish their once thriving peoples in a new and alien galaxy. After founding a new capital in a strange new world, the player must explore the rest of their recently adopted home world, star system, and galaxy. New resources, technology, and territory will need to be swiftly gained and defended by Mechs and Ships, as all the former empires of Ousia Omina seek to make a new home in the galaxy of Xenia.*

Xenia's Ark on Steam

## Planetary Game-play

Ark Customization

Cities and Upkeep

Specialized Districts

Specialists

Predators

Native Races

## Star System Game-play

Hazards

Star Bases

Space Gates

Star System Maps

## Galaxy Game-play

Controlling Space

Travel Between Systems

## Structures

City Buildings

Tile Improvements

Structural Integrity

## Resources

The Engineer

Resource Types

Research Sites

Local and Global Resources

## Diplomacy

The Freighter

Economy and Trade

Races of Xenia

Diplomatic Agreements

Spies and Espionage

Sieging Enemy Cities

## Edicts

Conquest

Industrialization

Commerce

Discovery

Expedition

## Technology

Research Types

Empire Unlocks

## Leaders

Leader Skill Types

Leader Classes

## Units

Civilians

Mechs

Starships

Unit Actions

## Customization

Unit Customization

Module Types

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Starships

Starships, like Mechs, can be fully customized with various modules to fit your current strategy.

Starships can be customized in the Mech Assembly by fitting different Hull types, which are discovered through research. Ships all have a certain weight capacity and it is very important to balance a ships offense and defensive capabilities with desired utility and movement abilities.

**Star Bases** are a key building in that they are how you produce the ships you have designed and customized and get them out to your distant systems to defend, explore or even attack new outposts.
Scientists

*A Leader class which focuses on technology and technical advancement*

### Commander Traits

**Reverse Engineering I/II -** gain +50/+75 research of all types when destroying a unit or tile improvement

**Experimental Optics I/II -** Increases vision range by +1 tile/+2 tiles

**Experimental Drive I/II** - Increases movement by +1/+2

### Governor Traits

**Look to the Stars I/II -** Gain vision around city's planet on the star map by 1 tile range / 2 tile range

**Protecting Knowledge I/II -** Enemy spies have an addition 10% chance of failure/25% chance of failure when attempting espionage missions

**Synthetic Resources I/II -** Extraction sites yield an addition +1/+3 energy
Shen

Nephilim chinois ayant troqué deux de leurs Ka éléments contre le Ka-Métal et le Ka-Bois. Les shens ne possèdent pas de pentacle. Leurs ka-éléments s’agencent dans un mélange (style Ying et Yang). Ils possèdent d’autres voies pour atteindre l’Agartha (plénitude ?) et n’hésitent pas à initier des humains. Après la Guerre Froide et la montée du communisme, ils se sont retirés du monde.
Discovery

## Discovery Edicts

**Compact Labs -** 1 less build pack required to build Orbital Research Site.

**Enlightenment -** scientists get their first trait free.

**Captain Of Discovery -** colony Ship starts with Industrial Specialist.

**Improved Sensor Array -** monitoring Station range increased by 1.

**Deep Space Advantage -** gain 3 additional research for Orbital Research Sites.

**Collaborative Efforts -** gain 1 additional research option.
Predators

## **Types of Predators**

*Native Predators come in various types, and while some are more dangerous than others, all can post a significant danger to your Civilians and Improvements.*

**Insectoids** : Creatures with large dangerous stingers and claws

**Beast** : These creatures have dangerous paws that can do severe damage to unsuspecting mechs.

**Graug**: More difficult to take down than Insectoids, these are large creatures full of spikes.

**Golem**: The most difficult predators that your Empire will face, these creatures are not hostile early in the game but will become hostile as you progress in technology and pose a greater threat to them.

## Predator Hives

Predators must be controlled, or they can gather and cause severe damage to your extraction sites, units, and other structures. Building stationary turrets is another helpful way that predators can be dealt with.

**Hives** are where predators spawn from and the threat cannot be completely removed until the hive is removed. Taking down a hive will require some time and fire power but will give your empire some resources.

**Abandoned Hives** are hives without any creatures in them that can be exploited for possible resources or other helpful bonuses.
Arcane de l'Étoile (XVII)

Selon eux, les nephilim ont une origine extra-terrestre. Leur quête passe donc par la recherche de preuves de civilisations aux secrets oubliés et par la tentative de contacts avec ces mystérieux ancêtres.

étudie la possibilité d’une origine extra-terrestre des Nephilims et se prépare à l’*Exode Stellaire*.

Confer *Voors* et Mouvement d’*Iz*.
Map Overlay

Control of multiple star systems can been seen at a glance through the Galaxy Map Overlay. In addition to a summary of the resources that your empire currently controls in each star system, the Galaxy Map also shows sections of different colors depending on which empire controls which sections of space.
The Explorer

Explorers are the only units with the ability to Leave the atmosphere at the start of the game. They can move across the surface of any planet or through a Star System with ease.

Explorers are a key unit when it comes to not only uncovering areas around you, but can also give you a key tactical advantage in battle by acting as a scout for the rest of your heavy, slower fleet.
Customizing Mechs and Ships

## **The Unit Customization Screen**

The Mech Assembly is a key building that allows you to customize your units but adding various modules and other enhancements which can then be retrofit to increase the power of your mechs and space force.

**Defensive Slots -** Shielding and other defensive modules go here

**Armor Slots -** Armor Plating can be put in this section

**Weapon Slots** - Customize your units with weapon modules here

**Drive Slot**- Engines can be placed here which control the unit movement

**Utility Slots -** Utility Modules can be put here to customize your mech or ship

**Blue prints -** Once your units are customized the way you like, you can save the blue print to then be able to produce these custom mechs or ships in your cities or star bases.
Leader Skills

**City Governors** as well as **Commanders** have access to traits that will give them bonuses (both inside and outside of combat) depending on their class type. These skills can be leveled up using your Empire's **culture**.

**Governing Skills:** are skills that a leader can get that will impact city growth and functions. There are many different types of skills to enhance your Empire's governing like Master Architect to effect building strength and durability, Rapid Growth to increase border growth in that city, Connections to increase your city's influence, and much more.

**Commander Skills**: are skills that focus on combat and give the units under your general's command improvements. Things like Experimental Drive will increase movement, optics to increase vision range, and even reverse engineering to get research from enemy units that are destroyed in combat.
Conquest

## Conquest Edict Tree

The edits of conquest focus on improved combat abilities for your mechs and ships.

**Preparation -** Engineers start with 5 Repair Packs.

**Improved Capacity -** mech and ship capacity increased by 15.

**Expanded Utilities -** military units get an additional Utility Slot

**Aegis -** military units get an additional Defense Slot.

**Dishearten -** city sieges require 2 less turns to complete.

**Primed for Battle -** new cities and star bases get Mech Assemblies and Ship yards.
Generals

*Leaders who have traits which allow for improved combat and more powerful military mechs.*

### Commander Traits

**Forced March I/II/III -** Increased movement speed by +1/+2/+3

**Improved Offense I/II/III -** Damaged dealt by +15/+25/+25 and 1 action point

**Recruitment I/II -** 10%/30% chance to recruit an enemy mech or ship when they are defeated

**Advanced Recon I/II/III -** Increased vision range on cloaked units by +1/+2/+2 and 50% chance to scramble targets for 1 turn

### Governor Traits

**Bolstered Defenses -** Increases siege time on city by +2/+4 turns

**Mobilization I -** Mech assembly cost 50% less ore to build

**Mobilization II -** Mech assembly costs 50% less ore and 15% less ore for Mechs

**Mobilization III -** Mech assembly 50% less ore and 25% less ore for Mechs
Star Base

Star Bases are key units to uniting your supply lines between planets and cities alike. Star Bases act as floating cities and are necessary in order to build Star Ships. Star Ships will make up the majority of your offensive and defensive forces outside of an inhabited planet. Star Bases are also key stopping points for Trade Routes and Supply Routes and must be protected, defended, and improved.
Local and Global Economy

## The Economy : Local Supply Hubs and Global Resources

The economy of Xenia's Ark is made up of various resources that a player uses together to increase their research as well as build and upkeep buildings and cities.

The resources of Ore and Energy and perhaps the backbone of all physical buildings and structures within the city.

Ore is stored locally in each city or Starbase, and Energy is used to power all the extraction sites for resources as well as any other tile improvements in the system.

Freighters are a key civilian unit for bringing Ore and Entergy between each City and Starbase, as each one holds a local supply that is used for building units and upkeep.

### Ore and Energy

The Ore and Energy that is shown at the top of the screen in the main UI is an aggregate of ALL the Energy and Ore that has been extracted. You can only extract the amount of Ore that the current Hub you are in has.

**All Resources** are supplied locally in the Hub that you are in, they are not supplied globally.

Freighters are used to supply Ore and Energy to your other Cities and Starbases (Hubs), which may be lacking in either Ore or Energy, or both. Freighters are necessary to move Ore and Energy from one local Hub to another in order to spread the necessary resources across your Empire, because a Hub's supply is based on exactly what that City has been able to extract. Also note that extraction sites require energy to keep running, so it is possible that freighters may be needed to import the required energy to keep certain cities or starbases working efficiently.

### Credits, Culture, Influence, and Research

Resources such as Credits, Culture, Influence and Research are pooled globally for a given Empire and do not need to be "traded" through supply lines.
Controlling Space

Overall resources of multiple Star Systems are summarized on the Galaxy Map, which also shows the Empire's zones of control. You can see a summary of the resources that you are harvesting as well as the habitable planets in the Star system. In addition the section of space under an Empire's control will be colored to show what Empire controls which systems.
Module Types

## Modules

Modules are components which are discovered through an Empire's technological research and can be then used to create blueprints to customize your mechs and ships. Modules have various capabilities, but also all require a certain amount of weight when installed in a mech or ship. Keep in mind the type of role that you want a particular mech or ship to play when creating blueprints and assigning module types to various hulls and chassis.

### Retrofitting

Modules can be retrofit into existing mechs and ships to keep your forces updated. Retrofitting can be done in a city, but field retrofitting can also be unlocked which would allow an Engineer to retrofit your units without going back to a city.

## Weapon Modules

*Weapon modules include the three types of weapons (projectile, energy, missile), which all have strengths and weaknesses depending on range*

## Defense Modules

*Defensive modules include shielding and missile defenses*

## Utility Modules

*Utility modules can bring a variety of advantages to combat depending on the particular combat setting and tactics you wish to employ*
Ark Customization

## Module Types

**Energy Module** - 50 energy stored in the Ark

**Ore Module** - 50 ore stored in the Ark

**Influence Module** - Generate influence on the tile the Ark lands on

**Culture Module** - Generate culture on the tile the Ark lands on

**Credit Module** - Generates credits on tile that the Ark lands on

**Industry Module** - Generates industry on the tile the Ark lands on

**Light Mech** - Add a Light Mech to the landing party

**Engineer** - Add an Engineer unit to the landing party

**Explorer** - Add an Explorer unit to the landing party

*Resources, Unit types, modules, and various leader types can be put on your Ark prior to starting a new game. The items and equipment you put on your Ark can be extremely helpful when setting up a new city on your first planet.*
Arthur

Arthur est le fondateur de la table ronde et des Chevaliers de la Table Ronde. Il était un humain.

Il a été élu pour représenter le Dragon et sa lignée (Pendragon) tirait des pouvoirs issus de ce dernier.

Merlin (Prince de l'Arcane de la Force) l’a retourné pour combattre le Culte du Dragon (Arcane du Pape).

Il est mort à cause du Roi Loth (source : Papesse)

Source herméthèque : Il est le fruit d’une lignée protégée par les grandes factions occultes nephilim.  Disciple de Merlin, Prince de l’arcane XI.

Il a eu de nombreux adversaires, tant profanes qu’initiés.  Il a guidé son peuple dans une quête collective sans précédent.

Il parvint à réveiller les forces ancestrales du royaume à tel point que la terre était en contact direct avec les archipels akashiques.

Il périt sur un cdb apocalyptique, mais son œuvre ne fut pas réduite à néant car son royaume resta ancré dans les akasha dont il continue à être l’un des plus riches territoires.

Au-delà des chevaliers, Arthur était aussi assisté par de nombreux enchanteurs, voyageurs, prêtres ou créatures de l’Autre Monde.

Les Nephilim composèrent une bonne partie de cet entourage, reconnaissant en Arthur un humain au destin et à l’essence exceptionnelle.  Convaincus puis conseillés par de grandes figures telles que Merlin ou Nimue, la Dame du Lac, ils se rallièrent à la bannière de Pendragon.

Œuvrant pour que l’enchantement de la Bretagne s’accomplisse, les compagnons d’Arthur parcouraient le royaume en quête d’un trésor perdu pour combattre les forces obscurantistes.

Certains Nephi étaient à la tête d’armées ou de régions entières, les autres vivaient comme des pèlerins ou des ermites.

Humains, nephi et quelques Thuata de Danann ont pu se rassembler autour d ‘Arthur.  Depuis les premières années de règne jusqu’à la tragédie de Camlann, les Compagnons ont été de toutes les batailles militaires et occultes. Arthur et son règne survécurent dans le Mythe et ont créé une dimension du Temps Sacré dans les archipels akashiques.

Les compagnons nephi qui purent se réincarner n’ont jamais vraiment mis fin à leur quête.  Certains sont resté focalisés sur une quête parfois hallucinée du Graal, d’autres revivifient l’esprit arthurien.  Ils ne renoncent jamais à leur serment.

A l’aube de l’apocalypse, certains nephilims qui ont vécu les arthuriades tentent encore d’y retrouver le Roi des Derniers Jours et l’aider à retrouver Excalibur.
Structural Integrity

Every building has an overall Structural Integrity which is a percentage based on what kind of maintenance the building is receiving. Salaries must be paid in order to upkeep all the buildings in your city properly. If a building's salary is not paid, it cannot be maintained properly and over time the building will become less and less structurally sound.

Once the integrity of a building gets to the 70% mark, there is a small chance that the building will undergo a **total collapse.**

It is important to note that, while the chance for total building collapse is relatively small at 70% structural integrity, there is still a chance that you could lose your entire building due to collapse.

When a total collapse occurs, the building must be rebuilt. It is for this reason, that maintaining the salaries of your buildings is one of the most important considerations in your city. The lower the structural integrity of a building gets, the higher the chance of total collapse becomes.

You can prioritize building maintenance the order of salary payments for your buildings in the event that your Empire does not have enough income to pay all of your salary costs. This will ensure that certain buildings will be paid before others.

Structural Integrity is critically important for your cities to stay productive, and it is for this reason that a well placed enemy Spy performing a covert action to destroy a building can be devastating and must be defended against.
Research Types

Technology can be divided into major sub groups of **Societal, Economic,** and **Engineering** research.

City research is produced in every city in addition to other resources.

All types or research are important but you must make many difficult decisions based on your Empires needs to efficiently discover the most important technologies needed for your particular situation.

**Societal Research** - Is concerned with unlocking technology that can aid your Empire on improving everything from cultural improvements to espionage and much more. This research will also unlock important Diplomatic attributes, which will aid you greatly when interacting with other races.

**Economic Research** - Primarily concerned with helping your Empire make enough credits in order to pay the various costs involved in keeping a busy city afloat.

**Engineering Research -** This research is what allows your Empire to build bigger and better ships, customized Mechs, and tile upgrades. In addition, Engineering research opens up a large variety of possibilities for new weapons and armor.
Races of Xenia

# Racial Statistics

## Arkidoun: All Military modules cost 10% less Ore to build

Military frames have an additional 10 tons of weight capacity

## Assembly : +4 Culture in all cities.

Edict unlock cost will only increase 20% (normally 30%) for each new city in the empire

## Morix: Cities require 1.5 Industry (normally 2) to process 1 Ore for production

Extraction sites yield an additional 2 of that resource

## Phaedon: +3 Research in all types in all cities

Cities generate 1 research of each type for each Energy Extraction Site linked to it

## Vicnoti: Explorers have the Interstellar Travel ability at the start of the game

City border growth cost 5 less Influence for every city in the empire (Can not reduce the cost below 25)
Research Sites

Similar to how Planetary and Space based deposits work, there are also various research deposits across the stars which can be utilized to speed up your Empire's acquisition of new technologies.

**Research Sites** can be built in star systems to accumulate **Societal, Economic,** or **Engineering** research. Engineers can build these sites on asteroid fields, as well as nebula.
Star System Maps

## Star System

Once you have explored your starting planet, it is time to go out of the planet's atmosphere and start to explore the Star System that your planet is a part of. In addition to having other planets that your empire may want to populate, Star Systems will have various resources which are necessary for the survival of your empire.

Traveling to the edge of a Star System will allow your units to enter the galaxy map and move to additional systems, assuming that technology has been unlocked.

## Star System Resources

Star Systems hold a variety of resources to bolter your cities, and unlocking the Orbital Extraction Site technology will allow your Engineers to build extraction sites to harness these valuable resources within the Star Systems.

**Other Areas of Interest with a Star System:**

* Abandoned Wreckage - Similar to Abandoned Hives on the planet surface, wreckage can be explored to instantly reward the Empire who has discovered it.
* Non-Habitable Planets - Things like Frozen Worlds are also home to massive pockets of research that can be harvested for your Empire.
* Asteroid Fields - Can often be built upon to gain a significant amount of Ore for your Empire.
Diplomatic Options and Trade

## Diplomatic Options

*There are several diplomatic options between players. These include not only trading resources, units and cities, but also trading maps and knowledge. In addition, if 2 Empires have favorable relationships with each other, they can form long term agreements and alliances.*

Working will other Empires can both harm and help their opinion of you. If another Empire does get a favorable relationship with you, new options may open up in order to form long standing Diplomatic Agreements.

Once a Diplomatic Dialog is opened up between Empires, there are plenty options which can be mutually beneficial for all Empires involved.

## **Treaty Proposals**

**Trade Agreement -** A transaction between 2 Empires through which various resources and other items can be traded.

- Trade Sum of Credits or Credits Per Turn

- Trade Leaders

- Trade Cities or Star Bases

- Trade Technology

- Trade Planetary or Star Maps

**Research Agreement** - Enter into a Research Agreement with another Empire through which you both determine the amount of research that be contributed by each Empire

**Shared Vision Treaty** - An agreement with 2 Empires where where both Empires agree that they will have shared vision for an agreed upon amount of turns

**Defensive Agreement -** An agreement where 2 Empires agree that if war is declared on either Empire involved the other Empire will automatically go to war.

**Joint Declaration of War -** Both Empires agree to declare war together on another Empire

**Give Ultimatum -** Make a demand of another Empire
Empire Unlocks

Through the process of discovering new technologies, your Empire will gradually become more efficient at many things, most notably Trade and your interactions with other races. There are many new abilities that can be unlocked through the course of your discoveries, but some notable categories are **Native Interactions, Space Travel,** and **Research Agreements** with other empires.

## **Empire Unlock - Tiers of Space Travel**

At the start of the game, Explorers are the only units with the ability to leave the planet's atmosphere.

Once Space Travel I is researched, all other Civilian Units are able to leave the planet's atmosphere. In addition Explorers will gain Interstellar Travel and be able to travel to other stars in the Galaxy Map.

Once Space Travel II is researched, all other Civilian Units and Ships gain the ability to travel to any other stars in the Galaxy Map.

Space Travel III will speed up travel in the galaxy map for all units.
The Freighter

## Freighters

Freighters are the most important unit when it comes to building the economy of your Empire and connecting Ore, Energy, and everything else together from one end of the galaxy to the other.

In addition to creating Supply Lines between your cities and star bases and connecting valuable trade networks with would-be allies, Freighters are also a key unit to transferring Mechs across space. Freighters can be used to smuggle powerful weapons and influential leaders, and can determine the outcome of a battle by delivering the key resources needed for victory. Protect your freighters at all costs, because without an economy or supplies, you will find yourself locked to the surface of a single planet.

## Freighter Cargo Capacity

Freighters all have a certain cargo capacity which can be customized and improved by unlocking various modules

**Transferring Units -** Freighters are a key unit for the transfer of Mechs from one Planet to another. Mechs can be loaded on to a freighter which can then be brought across space to a new system and land on a planet's surface. This can enable several combat strategies involving getting a massive ground force across enemy lines into key positions for sieging enemy cities.
Industrialization

## Industrialization Edicts

**Ready to Work -** Engineers start with 15 build packs.

**Material Efficiency -** City buildings cost 10% less ore.

**Skilled Labor -** Cities require 0.2 less industry to process 1 ore.

**Workshop Prefab -** new cities start with a workshop available to place.

**Inspections -** reduce structural decay on all tile improvements by 5.

**Deep Core Mining -** Ore extraction sites produce 4 additional ore.
Extracting Resources

## Extraction Sites

**Extraction Sites** are necessary in order to gather the resources on a planet's surface, as well as in space.

**Engineers** can build extraction sites on any resource deposits which will then allow those resources to be extracted to the nearest city. Extraction sites take energy in order to stay powered on and operational.
Specialists

## **Intellectual Specialist**

When working a District Tile: Adds Research to that District Tile's yield

When working in a building: Reduces the energy cost to operate the building the Specialist is assigned to

## **Industrial Specialist**

When working a District Tile: Adds Industry to that tile's yield

When working in a building: Reduces the deterioration of the structural integrity of that building by 5

## **Economic Specialist**

When working a District Tile: Adds Credits to the tile's yield

When working in a building: Reduces the salary required to operate that building by 1 Credit

## **Cultural Specialist**

When working a District Tile: Add Culture to the tile's yield

## Manage City's Specialists

When working in a building: Decreases the chance of success of Sabotage attempts on that building.Manage the City's Specialists

When a Specialist of any type works on a tile, that tile's yield will be collected

*Each type of Specialist will have its own effects when assigned to a tile or building.*
The Engineer

## Engineer

The Engineer is a key unit that can build improvements on the planet's surface, as well as in the Solar System.

The Engineers use their **Build Packs** to build important structures such as **Extraction Sites** and **Space Stations**, in addition they can use **Repair Packs** to repair damaged mechs, structures, and other units. When the technology is unlocked, Engineers can turn the tide of battle through use of **Field Repair** on damaged mechs.
The Spy

*The Spy is a unit designed to blend in to foreign cities, and embed themselves in key positions. After a period of time, The Spy can gather information and sometimes cause crippling damage to the infrastructure of a city.*

## Spy Abilities

**Cloaking Field:** Spies can activate a cloaking field making them invisible to units more than 1 tile away

**Infiltrate:** Spies must take time to infiltrate a city and set up a base of operations before they can perform specific missions

**Establish Connections**: Spies can establish connections within a city increasing chances of success on a mission. When missions are complete they will lose connections, and if they fail a mission they will lose all connections

**Espionage** - attempt to steal technology from a city.

**Counter Espionage -** defend the cities technology and intel from enemy spies

**Covert Ops : Siphon Funds** - attempt to steal credits from a city

**Covert Ops: Assassination -** attempt to kill a leader

**Counter Covert Ops** - defend a city's governor and credits from enemy spies

**Counter Sabotage** - defend vital buildings and resources from enemy spies
Philanthropist

*A very important Leader class which has a focus on Culture and Cultural Dominance.*

### Commander Traits

**Persuasion I/II -** 10%/30% chance to recruit a military unit when they are defeated

### Governor Traits

**Rapid Growth I/II -** City gains +1/+2 additional tiles during border growth

**Renown I/II -** Increase city Influence by +10/+25

**Connections I/II/II -** gain +1 influence per trade route/+1 influence +1 culture/+2 influence +2 culture

**Eloquence I/II -** Increases leverage with Native cities by +10/+25

**Perceptive I/II/III -** Enemy spies have a 10%/25%/50% increase chance of failure when attempting sabotage or covert ops missions.
Zephyrs

Zephyr are given 4 speed activations, and they show no additional strength or halo effect abilities, though it should be noted they seemingly gain around a half-foot of growth, but that could just be something from the person before activation. The zephyrs speed ability is strange - they can seemingly stand still but be moving at speeds comparable to the speed of light. They have been described as looking like a "shimmer in the air" when using their ability. A small thing of note: they cannot speak when using their ability, maybe because their moving faster than the speed of sound. Whats interesting is that zephyrs may have a small amount of temporal control, because huge amounts of time dilation have been seen to be in effect when zephyrs are using their ability. In normal time, they can keep using their speed for 2 minutes, but to them, it seems like the equivalent of 2 weeks. It therefore been described as "psychologically arduous", and zephyrs will most likely end up with a form of PTSD afterward. Zephyrs are affected by the time dilation themselves in numerous ways - one of which is that it feels "slow" to move while activated, having been compared to "walking in treacle". Air is suspected to be the culprit of the previously described problem, with experiments in vacuum chambers yielding better results. It Should be of course noted that due to zephyrs having only their speed ability, they are highly vulnerable - they have no growth, not additional strength, and of course no halo after activation. As a result of this, even a low frequency distortion field can annihilate a zephyr. This was first exploited by the Germans during the battle of Smolensk in a newly created anti-zephyr drill, proposed by guardian after the death of Siegfried. However, due to the German's limited amount of knowledge surrounding zephyrs, they continued the drill for over an hour after the last zephyr in the deployed flight had been killed. Zephyrs have a number of "rules" they must follow with their activation, with there only being certain things they can interact with and do while activated. As previously written, Zephyrs can only activate for 2, maybe 3 minutes at a time - but only that, once a day. However, Zephyrs can only interact with Uber flesh - but only within a few hundred meters of where they activate. As a result, while the abilities of zephyrs are generally limited in nature by restrictions, they could still prove devastating in the right situations, such as the engagement with battleship Siegfried.
Architects

## Architect Skills and Traits

*The Architect excels at building key city buildings, and infrastructure. While they can be used as Commanders, they are usually better suited for use as Governors due to the aid they can be when a city is growing.*

### Commander Traits

**Mechanic Level 1 & 2 -** Unit gains 10/20 additional hit points when being repaired.

**Sabotage Level 1 & 2** - Deal 5/10 additional structural damage to a tile improvement

**Overclocking Level 1 & 2 -** Increase action points by 1 or 2

### Governor Traits

**Mineral Rich Level 1 & 2 -** Yield 1/3 additional ore from extraction sites

**Production Hub Level 1 & 2 -** Cities require .25/.5 less industry to process 1 ore

**Unionization Level 1 & 2 -** Industrial District growth increased by 10%/20%
Leader Classes

## Leader Types

Great leaders are all categorized in a certain Leader Class. Depending on what the class is, there will be various skills that go with that particular class. There is crossover, however, and class skills are shared across class types. For example, a leader may be an Architect but still have access to some combat skills and serve as an effective general.

The class types of all leaders are **Architect, Entrepreneur, General, Philanthropist, and Scientist.**

***Architects** have a focus on Industry and production.*

***Entrepreneurs** have special traits for trade and economics*.

***Generals** focus on combat and defense.*

***Philanthropist** have an impact on the culture of empires they serve in.*

***Scientists** focus on research and technological advancement.*
The Collection Wiki

**Welcome to the The Collection Wiki!**
We're a collaborative community website about The Collection, a minecraft server with a Doctor Who theme. This wiki is mainly for lore

As of Saturday 27 January 2024 there are 13 articles and 40 files on The Collection Wiki

## Important articles

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

Loosely affliated with looms I guess

Hello, people, and welcome to the collection. If you have any lore to add please feel free to do so. If you would like to join the collection, contact Jack.
Library

An interior view of the library's ground floor.

Built by Rain\_alien, the library serves as a center of community. It contains areas for enchanting and smelting, as well as a world map with coordinates for various builds. It also hosts a branch of the Tower of Cerule - The Cerulean Shop, managed by a shobogan named Branch. The UHaul area temporarily provides shulker boxes to help players pack in preparation for the server update.
Building Slots

**Intellectual Specialist -** Will reduce energy cost of a building when placed in a slot of the building.

**Industrial Specialist -** Will help maintain structural integrity by lowering deterioration when placed in a building.

**Economic Specialist -** Will reduce the salary cost of a building when placed in a building slot.

**Cultural Specialist -** Will help to protect a building from sabotage when placed in a building slot.
Heavy Tank-Men

People given 4 strength activations are known as Heavy Tank-Men, and have a much greater amount of strength, alongside large amounts of height and weight, but at the cost of the halo effect, making them defenseless at range. In addition their bodies are supporting such large amounts of weight, that the tearing of 1 ligament in their knee can result in them being unable to walk. This was first used by the allies during the raids on the Hamburg U-boat fortresses.
Catalyst Sensitive Individuals

Catalyst sensitive individuals come in a variety of forms. Every single one can be "activated" a number of time, something decided by their genetics, by catalyst. Normally, most people can be activated 4 times, this genetic sequence occurs in roughly 1 in 5000 people. However, its known that the largest number of activations can reach up to 24. It is currently unknown if more potential activations are possible. Catalyst sensitive individuals can be detected by a test in which a drop of their blood is dropped onto a small amount of catalyst. The reaction that follows is a estimate of the amount of power the person can hold. For example, a 4 activation person might have a weak reaction, but a 24 activation person may have a large explosion.
Konrad von Engelbrecht

A Kijevi Kozák Hetmanátus Kantslere, azaz a gazdasági dolgokat és a mitso pysakokat, azaz városi írnokokat (elöljárókat) felügyelő államférfi. Német származású, azonban ott kellett hagynia hazáját, amikor családját waldens eretneknek nyilvánították. Feleségével és egyetlen életben maradt lányával Kijevbe menekültek, ahol Stepan Razin befogadta őket. A német írástudása és jártassága a gazdaság és közigazgatás terén hamar igen fontos pozícióba juttatta, amihez hozzá járult az is, hogy Konrad megingathatatlan hűséget mutat Stepan Razin felé, mivel befogadta s ezáltal megmentette családját.

Igazi művelt világi hivatalnok. A Hetmanátust a szabadság hazájának tartja, s szerinte amíg Stepan Razin a látható ellenségekkel küzd, addig ő a "láthatatlanokkal", azaz a bérgyilkosokkal, kémekkel, s minden egyéb felforgatóval szemben. Vitaliy Skomarovskyit is ilyennek tartja, a "*egy pribék szolga szabad kozák földön".*
Règlement du Wiki

*Tout d'abord, bonjour à tous et à toutes, veuillez excusez les possibles fautes présentes dans le texte suivant.*

## Qu'est ce qu'un wiki ?

C'est un site communautaire. Et voici notre règlement.

## En ce qui concerne le wiki en général

Les règles sont, pour la plupart, les mêmes que sur la quasi-totalité des autres wikis, mais je voudrais les rappeler.

Pas d'insultes (cela va de soi).

Pas de modifications inutiles, du style je rajoute juste un . pour avoir un badge.

Le respect envers chacun et chacune.

"Ce n'est pas parce que je suis plus gradé que toi que j'ai plus de droits sur toi !" Cette règle est très importante !

On respecte ce que les admins du wiki instaurent et on ne cherche pas à marchander avec eux en cas de sanctions.

Le harcèlement est, bien entendu, strictement interdit, prenez vous en à vous même si vous voulez harceler quelqu'un.

Les provocations et petites disputes sont tolérées, mais dans les murs des membres qui se disputent.

On ne créer pas de fil pour plusieurs problèmes, mais on essaye d'en faire un seul, pour qu'ils ne soient pas trop longs.

Pas de remarques sur le physique ni d'insultes (déjà dit .\_.)

Si vous donnez des informations personnelles sur vous et votre entourage, vous en êtes le seul responsable, vous en avez le droit, mais nous ne serons pas tenus pour fautifs.

Nous faisons appel a votre bon-sens et vous invitons à réfléchir avant d'agir.

## En ce qui concerne le tchat

Les disputes sont INTERDITES, le tchat n'est pas fait pour ça, vous allez ailleurs !

On respecte les règles du wiki en général.

## En ce qui concerne les lines et commandes

Les utilisateurs font comme ils le souhaitent et ne sont pas tenus d'accepter votre commande.

N'importe qui peut faire une commande ou demander un dessin.

## En ce qui concerne les livres et hors-série

Pour créer un hors série, allez voir cette page.

Pour apparaitre dans le livre...rien c'est automatique XD.

Pour participer a la réalisation de la saga, c'est impossible, seuls les chefs participent, mais donnez des idées !

## En ce qui concerne l'inactivité

Adressez vous à la gérante, Pattedeboue pour prévenir de votre absence si elle est longue et anticipée.

## Sanctions

Si votre faite est grave, la sanction pourra être aussi grave, comme être bloqué(e) ou BAM.

Si votre faute est moyennement grave, la sanction ira dans le même sens.

Si votre faute n'est pas si grave, il n'y aura pas de sanctions mais une remise à niveau.

Si c'est vos premières fautes au code, rien de grave, vous serez victime d'un simple avertissement.
Geltsmench

**Geltsmench** instead of getting a 2-2 halo strength, are given a 2-2 halo disguise. The disguise activations give it the ability to mimic whatever person it wants, by projecting that persons likeness into the heads of the people around them, seemingly a form of telepathy. However, because they can only project a persons likeness into their mind, Cameras of all types are an effective counter to them, with their actual likeness being seen on the photo.
Tank-men

People who have 4 possible activations are known as tank men, or panzermench, and take roughly a month to activate. They can be given a number of powers in these activations, of which I will over. Normally, a person would be given 2 types of activations: 1 gives them a energy firing capability known as the "Halo Effect", and the other gives large amounts of strength, alongside roughly 1-2 feet of growth. So in total, 2 strength and 2 halo makes 4 activations. Tank men have 2 weaknesses, the first being their eye, where if it is disrupted, it results in the tank man's head exploding. The second weakness is fatigue, in that overuse of the halo effect can result in self-destruction. The second weakness applies to all enhanced human classes.
Perzsa Birodalom - Fontos Karakterek

### Az uralkodó és a nagyvezírek

Shahanshah - I. Hassan

Shahzade - Shahin

Mirza - Ali Reza

Vazîr-i aʾzam (diplomácia) - Ebrahim Aslani

Vazîr-i aʾzam - (hadsereg) - Ali Reza herceg

Vazîr-i aʾzam (gazdaság) - Abdullah Atlasi

Vazîr-i aʾzam (kémmester) - Lina Atlasi

Vazîr-i aʾzam - (vallás) -

.

### Vallási karakterek

Khelafh sha'eh (síita kalifa) - I. Hassan

Pederesalar aretedekes (ortodox metropolita) - Marios Tatakos

Mefeta a'ezem (szunnita főmufti) - Naser Radish

.

### Családok

Qajar-dinasztia

Achaemenid selselh

Aslani selselh

Atlasi selselh

.

### Egyéb karakterek

Dapelemat (diplomata) - Bizhan Aslani

Dapelemat (diplomata) - Youssouf al-Samie

Dapelemat (diplomata) - Ali el-Kaiser
Geltmensch

**Geltmensch** are a spy type of Übermenschen created by Nazi Germany. They can appear as any one, and they are one of the rarest types due to their illusion powers. There were only three created, and they were all eventually discovered and killed due to flaws in their powers. There are no more Geltmensch left.
Über (comics)

***Über*** is a comic book series written by British author Kieron Gillen and illustrated by Caanan White, Gabriel Andrade and Daniel Gete. It is published monthly by Avatar Press, which released the first issue in April 2013. The comic depicts an alternate World War II in which the Third Reich develops powerful superhuman soldiers in 1945, preventing its imminent defeat and forcing the Allied nations to counter with superhumans of their own. The series is notable for its extreme violence, its depiction of wartime moral ambiguity, and the major roles it gives to historical figures such as Adolf Hitler, Winston Churchill, Alan Turing and Heinz Guderian. The complete series of *Über* is scheduled to comprise up to 60 issues.
Über Wiki

**Welcome to the Über Wiki!**
We're a collaborative community website about Über that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.