recursal/Fanatic-Fandom huggingface dataset:
Library

## Resource costs

4x
3x
3x

## Production

This is where your Peeps can learn the secrets of their ancestors, and unlock advanced technologies!

Only **ONE** of these can be built per Island, and one is required to build most of the buildings on that island.

## In-Game Description

* Researches new inventions from knowledge of the Ancients.
* You may only build one Library per Island.

## Researching Technologies

To research technologies you need Research, such as Green Research gathered by the Explorer's Hut.

There are five colours of research:

* Green Research
* Red Research
* Blue Research
* Purple Research
* Yellow Research

Libraries require Research of different colours, such as Green, Red and Blue to unlock more advanced technologies.

Each library's inventory is separate, so you have to move the Research to the library where you want to research the technology.

## List of Technologies

You find a list of all technologies on the Technology page.
Undying

***Undying*** is a different kind of Zombie Survival game, where you aren't trying to avoid getting bitten and succumbing to the infection, so much as trying to live long enough after being bitten. Anling and Cody's story is one of keeping the despair at bay long enough to make sure he can survive after his mother finally passes into a zombie-like state.
Expectations

**Expectations** (previously known as **Overpopulation**) increase as the number of Peeps on the island increases. It provides a negative modifier to each Peep's happiness. It cannot be removed, instead offset by providing the Peeps with happiness-boosting items, such as Tea, Fountains and Luxuries.

## Slight Expectations

Starts when the number of Peeps on the island reaches **60**. Causes a **-1** modifier to each Peep's happiness.

## Expectations

Starts when the number of Peeps on the island reaches **120**. Causes a **-2** modifier to each Peep's happiness.

## High Expectations

Starts when the number of Peeps on the island reaches **180**. Causes a **-3** modifier to each Peep's happiness.

## Very High Expectations

Starts when the number of Peeps on the island reaches **240**. Causes a **-4** modifier to each Peep's happiness.

## History

At release, this mechanic was known as "Overpopulation," and the thresholds were tighter at 60/100/140. Overpopulation was renamed "Expectations" in version 1.0049 of the game.
Wood Generator

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Construction

8x
4x

## Output

The Wood Generator is the earliest source of Power in the game. It can be repaired from a Ruined Generator. This building initially allows industrial buildings like smelters to function, and this later expands to other buildings that use resources to create other product resources.
Tools

Tools are a resource primarily used in the construction of buildings and vehicles. Tools are created at the Toolsmith from Iron Bars and Wood.

Tools start off in limited supply. In default difficulty, they can be made through the Transmogrifier, but otherwise the player will have to construct a toolsmith first, unlocking several technologies along the way. If the player runs out they can demolish buildings to recover the materials until they are ready to construct a toolsmith.

Having a supply of tools allows the player to build more buildings, and also more advanced types of building that produce new resources. For example Tools are needed for Vegetable Fields, or Glass and Oil production. It also allows the player to freely build structures without limits on quantity, like Houses with increased population capacity, extra Elevators and Bridges, or construct upgrades.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Astrobaleenium

*For the tile type, see tile#Astrobaleenium.*

**Astrobaleenium** is a resource created by Space Whales and extracted from the eponymous tile type, the Astrobaleenium Deposit tile, via a Protective Elevator to reach the high ground and a Astrobaleenium Mine to extract the resource.

Astrobaleenium as a resource is primarily used in the Aegis planetary shield, as well as the Filtration upgrade.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Road

## Construction

**Roads** are a logistical system for the Peeps.

Most importantly, they are required for placing buildings. All buildings and building-sites must be connected to a road with at least once face of their hexagonal tile, with the sole exception of Decorations. If there is not one, the error tooltip will state "Building must face a road". While roads are not required for Peeps to move through an area, without a road most peeps move at -75% speed. Roads automatically form junctions and loops and appropriate towards neighbouring buildings and roads on adjacent tiles.

## Mechanics

* Roads are mapped to the R key on PC.
* Roads are placed on islands to connect buildings. They are free to place and cost no resources.
* While a building a road requires an existing road or an adjacent shelter or port as a starting point, players can Demolish a segment from the road network in order to create disconnected original layouts or to clear tiles for another purpose.
* Roads connected to an entry point (including those of construction sites) cannot be demolished.

## Upgrades

Roads can be upgraded with the Road Layer with up to three upgrades, and can have all three at once. These are the Stone Road, the Decorated Road, and the Power Pole. Roads with Power Poles and Decorations will be lit at night.

## Gallery

* Fully upgraded road on desert, showing nighttime lighting.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Vegetable Field

## Construction

4x
1x

## Output

**Vegetable Field** is a food resource production building which is required to produce Vegetables and provide your Peeps with Happiness.

## In-Game Description

* Grows a variety of Vegetables
* Eating Vegetables gives Peeps +1 Happiness

## Action

* Produces 1x Vegetables every 15 seconds / 4 per minute

## Bonuses

* Bonuses from being next to Fields
	+ 1 nearby Field = +2 Vegetable Storage
* Bonuses from being next to Accommodation
	+ 1 nearby Accommodation = Production sped up by 10%
* Bonuses from being next to Wells
	+ 1 nearby Well = Production sped up by 10%
* Rainforest Bonus: Gains a bonus or penalty on Rainforest islands, depending on how many Forests remain

## Penalties

* Production will be slowed by Pollution
	+ Low Pollution = Production slowed to 70%
	+ Medium Pollution = Production slowed to 50%
	+ High Pollution = Production slowed to 30%
	+ Very High Pollution = Production slowed to 10%

## Extras

* This building can be affected by changing weather conditions
* Requires the Island to have the Vegetable Fertility
* This building can be built without accommodation

## Gallery

* Beetroot
* Pumpkins
* Carrots
* Space vegetables (Actually eggplants)
Resource Cache

Resource Caches are small piles of Resources that are left near a Demolished Building or Forest. Peeps gradually remove the Resources from these piles, clearing the Caches away.

Resource Caches sit in between other hexagonal grids.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Protective Elevator

## Construction

8x
4x
4x

12x

## Buildable on...

An airlock is a device that allows Peeps to access Astrobaleenium tiles by use of a hazmat suit. It allows the construction of a road to an Astrobaleenium Mine.

## In-game description

* Allows Peeps to survive on Astrobaleenium and Wasteland tiles.

## Note

While the in-game text says that it can be used to access Wasteland, the Protective Airlock is more likely to be used. This is because an Elevator has to be placed at an area with a height change, and the Wasteland would have to finish at exactly on the border of the highland area.

## Gallery

* A peep going to work at the elevated area around an Astrobaleenium Mine
* A peep wearing one of the colors of Hazmat suit.
Smart Shipping

*Main article:* Trading

Introduced in the wasteland update for Steam and EGS, it is possible to connect resources into a trade "network" by choosing the resources to trade, and a target amount that should be available on that island. Ships and other vehicles will attempt to transfer those chosen goods between other islands with those resources specified in the "network" to exactly meet this amount. This is the basic process for automated shipping.

The interface also has other options. When specifying the amount of resources, they can also be selected for priority transfer or to only be loaded at a specific port. At the top of the screen it is also possible to filter for certain resources or see a list of vehicles currently in service. When a lot of different resources and transports are moving about, this can greatly simplify things and make it easier to see what is going on. For example, there might be an issue with getting drinks to a certain island, so selecting "Smoothies" in the top menu will only show islands that are set to trade that resource.

As additional information on this process, these resource counts don't have to be stocked in a warehouse or any specific location, and also peeps and unhappy peeps can be chosen as "resources" to transfer. Importing ships will never transfer cargo that would make an island go over the amount requested at time of loading, even if that means the ship won't be fully loaded, nor if the resource count would go down while the ship is making its journey. Note that even if an island has a resource in stock, it will generally not provide it to other islands, unless that resource is marked as tradeable for the island holding the resource. This will show up as an error ("No islands are exporting this resource!") on the shipping screen.

At the space level (interplanetary scale), a similar behaviour occurs but with the target amounts of all islands of a planet summed together, and with spaceships moving about instead. While on a planet shipment can always go direct to its destination, space trade also means that a shipment might have to transfer between space and ship cargo and make multiple stops. So for the interplanetary import process, as soon as a resource is spent that resource will be marked for transfer on the trade network, and other planets will attempt to deliver it to the spaceport of that planet via a spaceship. It may take some time for the spaceship to even get to the pickup planet due to the longer travel times. When the spaceship drops off its cargo, the importing spaceport island will then be over its target quantity and dispatch the excess to the requesting island. So in summary, any interplanetary request has to wait for new resources to be supplied from off-world before they will be dispatched; even if the island has some in stock it will never go below its target quantity to satisfy the request immediately. According to developer discussions, spaceport islands are exempt from some of the requirements of having to choose a resource to allow it to be shipped to or from other islands of that planet.
Warehouse

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Construction

8x
4x

## Production

The warehouse allows the storage of resources beyond the output storage of individual buildings.

The warehouse will automatically divides its space amongst the selected Resources, but can be configured to provide a variable amount of space to each. New resources added will reduce the proportions of existing resources to make may for the new one. A maximum of 10 types of resources can be stored at a time, up to a base maximum capacity of 120.

Apart from simply providing storage, Warehouses also provide an adjacency bonus to output storage, for most buildings that produce other resources. The peeps that work here can also fetch resources from other buildings to store here, although it is not known how exactly they differ from other workers. Finally, it can be handy to store imported and traded resources from a Port, so that the port will be able to continue loading ships without running out of storage space.

A variant called the Stepped Warehouse reduces strain on elevators by allowing peeps to store resources inside the warehouse but access them from the top of the Highland cliff.

## Upgrades

* Warehouse II
	+ Doubles capacity to 240 and adds more workers.
	+ Costs wood, tools, and some glass.

## Gallery

* An upgraded warehouse, at maximum capacity.
Vegetables

Vegetables are a resource that increases the happiness of a Peep over time when consumed. They can also be used in a Kitchen Level 1 to make Meals.

Later in the game they can be added to the production recipe of the Smoothie Maker.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Whale Charmer

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Construction

40x
100x
50x

50x
120xFile:Cement.png

## In-Game Description

* Charms the Space Whales once completed!
* You may only build one Whale Charmer in total.

## Action

Partial upgrades will increase the frequency of space whale encounters.

## Upgrades

* Whale Charmer - Stage II
* Whale Charmer - Stage III
* Whale Charmer - Stage IV
* Whale Charmer - Stage V
* Whale Charmer - Stage VI
	+ Total cost: 250 Tools, 40 Stone, 200 Cement, 20 Clothes, 150 Glass, 150 Steel, 20 Electronics, 20 Chemicals, 20 Oil, 30 Batteries, 30 Astrobaleenium, 40 Gadgets.
Penalties

**Penalties** tend to mainly reduce production rate of buildings, and come with a red downwards arrow (chevron) on their icon. They tend to be less common and less varied in effect than Bonuses. Because of this, penalties are distinct with negative effects like pollution generation and Gloom/Hard Work, the other happiness reduction mechanics.

## Accomodation

* Debuffs adjacent Well production rate.
* -10% per building, up to two buildings:
	+ 1 Accommodation building, slowed to 90%
	+ 2 Accommodation buildings, slowed to 80%

## Animal Farm

* Debuffs adjacent Well production rate.
	+ 1 Nearby Sheep Farm, slowed to 60%
	+ 1 Nearby Cow Farm, slowed to 60%
	+ While it would be a rare situation to experience adjacency to both types in random planet generation games, it may be possible to test the result in the planet designer.

## Pollution

* Reduces production rate of wells and crop fields. Applies to all fields in range.
* Starts at -30% and -20% for every level of pollution after that. Based on tile's current level of pollution (visible dirt), not pollution generation.
	+ Light pollution, slowed to 70%
	+ Medium pollution, slowed to 50%
	+ Heavy pollution, slowed to 30%
	+ Very heavy pollution, slowed to 10%

## Rainforest

* If too many rainforest tiles have lost their forests, reduces production rate of crop fields. Applies to all fields on the island.
* Starts at 100% - unknown lower limit.
Katia

Katia is an adult NPC. She appears randomly outside Anling's home. She will knock on the front door in the morning.

It is possible to trade with her.

## Story

Katia was a journalist. She is determined to report on the zombie outbreak.

She mentions that she is looking for medicine for two strangers called Bruno and Pavle.
Sheep Farm

## Construction

8x
2x
2x

## Output

**Sheep Farm** is one of the two animal fields and it produces wool which is needed for better clothing.

## In-Game Description

* A field for Sheep
* Wool makes better clothes than Cotton

## Action

* Produces 1 Wool every 15 seconds / 4 per minute

## Effects

* Causes Slight Pollution
* Workers get -1 Happiness due to Hard Work
* Causes Gloom

## Bonuses

* Bonus from being next to Fields
	+ 1 nearby Field = +2 Wool Storage

* Bonus from being next to Accommodation
	+ 1 nearby Accommodation = Production sped up by 10%

* Bonus from being adjacent to a Field or Well
	+ 1 nearby Building from the Field Category = Production sped up by 10%

* Rainforest Bonus: Gains a bonus or penalty on Rainforest islands, depending on how many Forests remain

## Penalties

* Production will be slowed down by Pollution
	+ Medium Pollution = Production slowed to 70%
	+ High Pollution = Production slowed to 30%
	+ Very High Pollution = Production slowed to 10%

## Extras

* This building can be affected by changing weather conditions
* Requires the island to have the Wool Fertility

## Upgrades

* Automation unlocks Automated Sheep Farm
	+ Upgrade Cost
		- Gadget x2
	+ Building Cost
		- Wood x8
		- Tools x2
		- Stone x2
		- Gadget x2
	+ Input
		- Power
	+ Output
		- Produces Wool every ± 6,67 seconds / 9 per minute
* Filtration unlocks Filtered Sheep Farm
	+ Upgrade Cost
		- Gadget x4
Stasis Box

**Stasis Boxes** are objects which appear on randomly generated planets when players create a new game outside the tutorial mode.

## In-game Description

> An ancient Stasis Box containing some preserved objects!
>
>

## Mechanics

* The Stasis boxes only appear on Grass, Highland, Desert, and Snow tiles.
* Players can build roads on those tiles.
* The only way to find the content of a box is to click on it, which opens it.
* A box only contains a few loads of one resource, like : tools, wood, apple, etc.
* Peeps will need to collect the resources for the box to disappear, behaving like a Resource Cache.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Glass Smelter

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Resource costs

4x
12x
8x

## Action

* Produces 1 Glass every 15 seconds / 4 per minute

## Effects

* Causes Slight Pollution
* Workers get -1 Happiness due to Hard Work
* Causes Gloom

## Bonuses

* 1 Warehouse gives +2 output Storage
* 1 Generator gives 10% production rate

## Upgrades

* Filtration
* Automation
Ancient Technology

**Ancient Technology** are deposits of information, scattered across the Islands and Planets, leftover from the ancient ancestors.
Once gathered by the Explorer's Hut, these are converted into Research, which can be used for unlocking Technologies.

There are currently 4 types of ancient technologies:

## Green Ancient Technology

This is the first technology you will find. A full list of technologies that can be unlocked by Green Ancient Technology, after it is converted into Research, can be seen here.

## Red Ancient Technology

This technology will always be found on the second two islands on your first planet. A full list of technologies that can be unlocked by Red Ancient Technology, after it is converted into Research, can be seen here.

## Blue Ancient Technology

This technology may be found on all Planets apart from the first. A full list of technologies that can be unlocked by Blue Ancient Technology, after it is converted into Research, can be seen here.

## Purple Ancient Technology

This Technology may be found on all Planets apart from the first. A full list of technologies that can be unlocked by Purple Ancient Technology, after it is converted into Research, can be seen here.
Demolish

The Demolish tool can be used to remove unwanted Roads, Buildings and Forests. It is mapped to the X Key.

Note: Forests that are Demolished are completely cut down, leaving the tile empty. While Tree Trunks are still produced, the forest can't naturally regenerate and must be replanted.

Depending on the player's difficulty and game settings, demolishing a building may return all, half or none of the resource spent to create that building. Hovering over a tile or building for a short while will result in a tooltip appearing with the resources that will result from the demolition. These resources are stored in a pile (Resource Cache) that Peeps will interact with and withdraw resources from.
Iron Mine

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Resource costs

4x
4x
2x

## In-Game Description

* Mines Iron Ore out of ancient machinery (Rusting Hulk)

## Effects

* Causes slight pollution
* Workers happiness drains slightly faster

## Bonuses

* Bonuses from next to Mountains. 1 nearby Mountain = Production sped up by 10%

## Upgrades

* Filtration
* Automation
Tea Field

## Construction

4x
1x

## Output

**Tea Field** is a food resource production building which is required to produce Tea and provide your Peeps with Happiness.

## In-Game Description

* Grows Tea, which gives Peeps +1 Happiness

## Action

* Produces 1 Tea every 15 seconds / 4 per minute

## Bonuses

* Bonuses from being next to Fields
	+ 1 nearby Field = +2 Tea Storage
* Bonuses from being next to Accommodation
	+ 1 nearby Accommodation = Production sped up by 10%
* Bonuses from being next to Wells
	+ 1 nearby Well = Production sped up by 10%
* Rainforest Bonus: Gains a bonus or penalty on Rainforest islands, depending on how many Forests remain

## Penalties

* Production will be slowed by Pollution
	+ Low Pollution = Production slowed to 70%
	+ Medium Pollution = Production slowed to 50%
	+ High Pollution = Production slowed to 30%
	+ Very High Pollution = Production slowed to 10%

## Extras

* This building can be affected by changing weather conditions
* Requires the Island to have the Tea Fertility
* This building can be built without accommodation
Vehicle

**Vehicles** are things that help the Peeps to move between islands and planets and carry large amounts of resources with them. They can autonomously help the player by shipping and trading resources for them.

Vehicles have a construction cost, a building that constructs them, a crew cost, and in the case of Trade vehicles, a cargo capacity.

Types of vehicle include the ship, steam ship, submarine, airship, spaceship, and the Road Layer.
Before We Leave Wiki/Section 4

Wiki Community

We are currently maintaining 1,001 pages (163 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Before We Leave Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.
Tailor

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Resource costs

8x
8x
4x

4x

## Action

* Produces 1 Clothing every 7.5 seconds / 8 per minute

## Effects

* Workers get -2 Happiness due to Hard Work

## Bonuses

* +2 clothing output storage.
* production sped up by 10%.

## Upgrades

* Good Tailor (II)
	+ Requires Wool to produce Good Clothing.
* Automation
	+ Increases production rate, reduces worker slots by one, requires more Power.
Training Ground

## Construction

4x
12x
12x

## Production

A **Training Ground** allows a peep to take on the job of becoming a Wrestler. Wrestlers can face off against the mighty Minotaur and stop them from being quite so loud.

Training Grounds require an increasing amount of food and drink resources to upgrade until level 5, where the minotaur becomes tame.

## In-game description

* Training ground for Wrestlers, who subdue Minotaurs.

## Upgrades

The training ground requires food and drink of increasing quality: starting with Potatoes & Water when built, then Vegetables and Tea for level II, then Bread and Milk, then Meals and Smoothies, and finally Good Meals and Good Smoothies. Each upgrade requires 20 of each of the corresponding resources; for example 20 Vegetables and 20 Tea.

* Training Ground II
* Training Ground III
* Training Ground IV
* Training Ground V

## Notes

* It is actually easier to get the Meals and Smoothies required for level IV, as this only requires Cooking, unlocked with red research resources, rather than the Bread and Milk required for level 3, which require blue research resources.
Port

## Construction

8x
8x
4x

## Production

Ports are used to load and unload Ships. Ports have 120 capacity by default. Any ship within 2 tiles of the port's land tile can be loaded, as indicated by the "three boxes" icon when moving a ship, and unlimited amounts of ships can wait to be loaded at any time. If there are multiple Ports in range of a given tile, one of the ports will deterministically always be selected for loading over the other ports.

Ports have a "Manage Shipping" button that takes the player to the Trading menu. In that menu Ports can be selected as a dedicated destination for a particular resource.Under that, they will list any resources that island is configured to import or export. If a resource has been deselected from trading, those resources will be listed in an "other" section.

Much like the (Sea) Port, there are Sky Ports and Space Ports to load their respective Airships and Spaceships.

## Action

Can open the Shipping Manifest interface.

## Effects

* Workers get -1 Happiness due to Hard Work
* Causes slight Gloom, which reduces nearby Happiness.
* Requires an adjacent Ocean.

## Upgrades

* Port II
* Construction materials:
	+ 10 Stone
	+ 10 Tools
	+ 10 Glass
* Doubles storage capacity to 240.
Ship

* Scout Ship
* Colony Ship
* Trade Ship

## Resource costs

5x
5x

## Resource costs

10x
10x

## Resource costs

10x
10x

**Ships** are built at the Shipwright. There are three types of ship; scout, colony, and trade.

After selecting a ship, it can be controlled manually by selecting an accessible Ocean tile. Alternatively, selecting an undiscovered area will prompt the ship to travel towards it, canceling the order if the tile is uncovered as something besides ocean or if it is discovered to be inaccessible. Any ships may begin playing a sea shanty while traveling.

## Scout Ships

Scout ships are manned by 1 Peep. A scout ship can be expended to fully explore an island. After every island on a planet is fully explored, through either colonization or expending scout ships, the entire planet is revealed to the player. There is little reason to possess scout ships after fully exploring a planet.

## Colony Ships

After a colony ship is constructed, it must be filled with 20 Wood, 20 Tools, and 10 Stone, all of which is retained and becomes available for use upon colonizing an island. Landing a colony ship will produce a Port for shipping purposes.

The Ruined Ship becomes a colony ship upon its repair and automatically unlocks the Shipping technology.

## Trade Ships

Trade ships are manned by 2 Peeps. Trade ships have a cargo capacity of 30 resources and are used to transfer resources between islands at a Port. This can be done by manually selecting the ship and choosing resources to load, or automatically via the Trading system.

## Large Variants

By unlocking the Advanced Shipping technology and upgrading the Shipwright to level 2, "Large" Variants of the Colony and Trade ships can be produced which carry more goods. For example, the Large Trade Ship has capacity for 60 resources instead. They can also produce Submarines, used to explore Sunken Ruins. Unlike the basic ships they also usually cost fuel to build.

## Retirement

As of the Wasteland update, ships can now be retired. Previously there was no way to delete ship units. However, they can rarely be destroyed if in the way of a space whale attack.

## See also

* Vehicle
* Airship
* Spaceship
Aegis

## Construction

50xFile:Cement.png
100x
100x

30x
50x
12x

## Input

The Aegis will completely protect the island from damage by space whales, and once one is built on every major island the whole planet will be protected too. Crystal Islands and Atolls don't count and aren't required.

## In-Game Description

* Shields the island from all space whales
* You may only build one Aegis per island
* Building an Aegis on all islands will protect the whole planet.

## Action

* Uses 30 Power per minute to protect your planet with forcefields.

## Effects

* Workers get -4 Happiness due to Hard Work
* Causes lots of Gloom in surrounding area

## Tips

* Consider attaching its entrance to power generators by upgrading the roads with power lines.
* Cannot be placed on Swamp tiles. Consider placing it on the Highland area instead.
* Can be placed on Crystal tiles, although in standard play protecting the Crystal island is not required to protect the whole planet.
List of buildings

*Before We Leave* includes many buildings, which are categorized in the menu as follows:

## House and Entertain Peeps

* Accommodation
	1. Hut
	2. House
	3. Apartment
	4. School
	5. Constructed Shelter
* Entertainment
	1. Fountain
	2. Meeting Square
	3. Music Shop
	4. Relaxation Hub

## Fields and Wells

1. Potato Field
2. Well
3. Orchard
4. Vegetable Field
5. Tea Field
6. Cotton Field
7. Wheat Field
8. Cow Farm
9. Sheep Farm

## Harvest Natural Resources

1. Woodcutter
2. Quarry
3. Iron Mine
4. Sand Mine
5. Oil Well
6. Desalination Plant
7. Electronics Mine

## Technology and Cleaning buildings

1. Explorers Hut
2. Library
3. Cleaner
4. Protective Elevator
5. Protective Airlock
6. Decontaminator
7. Research Institute
8. Transmogrifier

## Storage and Transport

This section combines infrastructure that affect Peeps (like Elevators), as well as Resources.

1. Elevator
2. Warehouse
3. Bridge
4. Shipwright
5. Port
6. Airship Hangar
7. Sky Port
8. Launch Pad
9. Space Port
10. Road Layer

## Industry

1. Iron Smelter
2. Toolsmith
3. Cleaner
4. Glass Smelter
5. Steel Smelter
6. Fuel Refinery
7. Gadgeteer

## Quality of Life

1. Kitchen
2. Smoothie Maker
3. Market Place
4. Weaver
5. Tailor
6. Mill
7. Baker

### Power

1. Wood Generator
2. Oil Generator
3. Wind Generator
4. Solar Generator
5. Battery Plant
6. Battery Generator

## Buildings to Help you with Ancient Guardians

1. Light Tower
2. Museum
3. Training Ground
4. Space Elevator
5. Aegis
6. Reclamation Spire
7. Whale Charmer

## Decorative buildings

1. Peep Statue
2. Spaceship Statue
3. Space Whale Statue
4. Park
5. Pond
6. Big Tree
7. Magical Tree
Сигналы

*Эта статья не закончена. Вы можете помочь, улучшив её.*

 Пресигнал | $1,750

**Сигналы** используются для предотвращения столкновений поездов в железнодорожной сети. В Voxel Tycoon есть сигналы двух типов: обычный сигнал (также называемый блок-сигнал или просто сигнал) и пресигнал (также называемый цепной сигнал). Оба типов сигналов делят пути на участки, при этом в каждом участке одновременно может находиться только один поезд, исключая случаи, когда у поездов включена настройка "игнорировать сигналы".

Поезда могут проезжать сигналы только в том случае, если сигнал направлен лицевой стороной в его сторону. Через двухсторонние сигналы поезда могут проезжать в обоих направлениях. Чтобы установить двухсторонний сигнал, нужно поставить два сигнала в одной секции по обе стороны путей.

## Обычный сигнал

Поезд проходит обычный сигнал только в том случае, если участок после сигнала свободен.

Сигнал горит зелёным, если участок после него свободен, и красным, если участок после него занят.

## Пресигнал

Пресигнал пропустит поезд только в том случае, если каждый участок на пути этого поезда, включая участок после следующего обычного сигнала, свободны.

Пресигнал горит зелёным, если все участки после него свободны, жёлтым, если некоторые участки заняты, и красным, если заняты все участки. Если поезду не нужно проходить через всю последовательность пресигналов (т.е. станция находится между пресигналами), но выезд после последовательности пресигналов заблокирован, то поезд остановится перед первым пресигналом в последовательности.

Пресигнал также может заблокировать поезду путь в случае, если в данный момент через последовательность пресигналов после него проходит другой поезд. В этом случае первому поезду придётся ждать, пока второй поезд полностью не проедет всю последовательность пресигналов.
Cow Farm

## Construction

8x
2x
2x

## Output

**Cow Farm** is one of the two animal fields and it produces Milk that will provide your peeps with Happiness.

## In-Game Description

* A farm for cows
* Drinking Milk gives Peeps +2 Happiness

## Action

* Produces 1 Milk every 15 seconds / 4 per minute

## Effects

* Causes Slight Pollution
* Workers get -2 Happiness due to Harder Work
* Causes Gloom

## Bonuses

* Bonus from being next to Fields
	+ 1 nearby field = +2 Milk Storage

* Bonus from being next to Accommodation
	+ 1 nearby Accommodation = Production sped up by 10%

* Bonuses from being next to a Fields and Wells
	+ 1 nearby building from the Field Category = Production sped up by 10%

* Rainforest Bonus: Gains a bonus or penalty on Rainforest islands, depending on how many Forests remain

## Penalties

* Production will be slowed by Pollution
	+ Medium Pollution = Production slowed to 70%
	+ High Pollution = Production slowed to 30%
	+ Very High Pollution = Production slowed to 10%

## Extras

* This building can be affected by changing weather conditions
* Requires the island to have the Milk Fertility
* This building can be built without accommodation

## Upgrades

* Automation unlocks Automated Cow Farm
	+ Upgrade Cost
		- Gadget x2
	+ Building Cost
		- Wood x8
		- Tools x2
		- Stone x2
		- Gadget x2
	+ Input
		- Power
	+ Output
		- Produces Milk every ± 6,67 seconds / 9 per minute
* Filtration

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Power

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

**Power** is used to enable the processes of industrial buildings, and eventually can also provide bonuses to other buildings. Unlike most other resources, there's no way to stock it (until batteries are researched), but villagers will be able to transfer power to the buildings that need it (like a smelter or Toolsmith).

The initial way of producing power is through burning wood. After discovering the right knowledge using the Library, the Peeps will get the idea to repair a ruined power plant. While they will initially carry it from building to building along a road, power producing buildings also provides adjacency bonuses to production rates of most manufacturing buildings, especially those in the industrial-category and quality of life category (food, drink, and clothing).

## Advanced concepts

*Potential spoilers ahead.*
Further in the game however the player can generate power from oil requiring Steel for construction, and then eventually Wind and Solar as clean renewable sources. Those methods will require Glass and Gadgets for construction, but unlike the burner plants will produce no pollution. Many power production structures get a slight bonus for having a few open tiles next to them, but this is especially notable for Wind Generators which get a production rate bonus. On the other hand, Solar benefits slightly from adjacency to others of its type, although not quite as much. Solar also has the major downside of not being able to operate at night.

Finally, power becomes more advanced through the use of the Power Pole upgrade for roads, which will automatically transfer some power between buildings automatically. Bear in mind that the buildings have to face the tile with the upgraded road in order to do so, which may not be obvious due to their ability to automatically face to any one direction (for example if there is a road behind the power building it may connect to that one instead). This enables two things: bonuses on Elevators and Apartments, and the ability to power buildings with extremely high power drain rates (this would otherwise exceed Peep carrying capacity, especially as the amount of workers per building is limited).
Potato Field

## Output

**Potato Fields** are early game food production buildings.

## Action

* Produces 1x Potatoes every 12 seconds / 5 per minute

## Bonuses

* Bonuses from being next to Fields
	+ 1 nearby Field = +2 Potato Storage
* Bonuses from being next to Accommodation
	+ 1 nearby Accommodation = Production sped up by 10%
* Bonuses from being next to Wells
	+ 1 nearby Well = Production sped up by 10%
* Rainforest Bonus: Gains a bonus or penalty on Rainforest islands, depending on how many Forests remain

## Penalties

* Production will be slowed by Pollution
	+ Low Pollution = Production slowed to 70%
	+ Medium Pollution = Production slowed to 50%
	+ High Pollution = Production slowed to 30%
	+ Very High Pollution = Production slowed to 10%

## Extras

* This building can be affected by changing weather conditions
* Requires the Island to have the Potato Fertility
* This building can be built without accommodation
Music Shop

## Construction

15x
15x
10x

## In-Game Description

* Sends out Musicians to cheer up your Peeps! Peeps near the musical get +1 Happiness

## Construction

 Glass | 10

* 15 Seconds
* 1 Tile

Please help improve this if you can. The Discussion page may contain suggestions.

Reason: "*Might need extra info, but I'm not sure. -BowiQC (July 2022)*"

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "*Might need extra info, but I'm not sure. -BowiQC (July 2022)*"
Tyranny вики/Секция 1

Добро пожаловать на Tyranny викиДобро пожаловать на Tyranny вики
Это наиболее полный источник информации об игре.
Пожалуйста, не стесняйтесь вносить вклад, создавая новые статьи или расширяя существующие.

О проекте

Приведите здесь краткое описание игры. Упомяните разработчиков игры. В этом месте следует указать только основную информацию и привести ссылки на статьи с более полной информацией.[Подробнее...]
Smoothie

**Smoothie** is a resource required by peeps as a drink. They increase happiness more than other drinks. It is obtained from the Smoothie Maker using fruit and a variety of other ingredients.

Smoothies have a Good Variant once the Smoothie Maker is upgraded for even more happiness boosting.

Smoothies are also used to upgrade the Training Ground.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
School

## Construction

4x
4x
4x

## Production

Schools allow a colony to gain additional adult Peeps, after all available Peeps have moved out of the Shelter or Spaceship. When a hut, house, or apartment has available space, the school will produce a Child. Over time, children will grow into adult Peeps. The School is the only 'workplace' for children, and up to six children can 'work' at a single School. Thus, one School building can raise up to six children at a time.

The building occupies two hexes and is available after researching the "School" technology at the Library.

## In-game description

* Raises new Peeps to increase your population, once the initial few from the Shelter have all found homes

## Details

* Cares for up to 6 kids, up to the maximum Population limit on the island

## Construction

 Stone | 4

* 10 Seconds
* 2 Tiles

## Tips

* On islands designed around producing colony boats or colony spaceships, it may be beneficial to construct more than one school, as both constructions consume many Peeps.
Market Place

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Construction

10x
10x

## Output

**Marketplaces** are production buildings that create Luxury Items using raw resources. They also use 1 Power every 50 seconds.

## In-Game Description

* Makes luxury items to give Peeps + Happiness.

## Action

Creates 1 Luxury Item from 1 Wood every 10 seconds.

## Effects

* Workers get -1 Happiness due to Hard Work

## Upgrades

\*Player can downgrade the recipe of upgraded buildings, but this won't decreases the requirements and effects.

\*Inputs, except for power, have the same statistics, no matter the building level: they consume 1 unit per action, 6 per minute, and have a maximum storage of 8 units.

Output per level (Luxury Item)

\*Luxury Items become *Good* Luxury Items.

**Marketplace II**

* 5 Tools
* 5 Wood

"Also uses Tools to produce Luxuries and increases production."

Creates 3 Luxury Items from 1 Wood and 1 Tool every 10 seconds.

**Marketplace III**

* 5 Glass
* 10 Tools
* 10 Wood

"Also uses Glass to produce Luxuries and increases production."

Creates 6 Luxury Items from 1 Wood, 1 Tool, and 1 Glass every 10 seconds.

**Marketplace IV**

* 5 Steel
* 10 Tools
* 10 Wood

"Also uses Steel to produce Good Luxuries which give Peeps ++ Happiness"

Creates 3 Good Luxury Items from 1 Wood, 1 Tool, 1 Glass, and 1 Steel every 10 seconds.

**Marketplace V**

* 10 Glass
* 10 Tools
* 10 Stone
* 2 Electronics
* 10 Steel

"Also uses Gadgets to produce Good Luxuries and increases production."

Creates 6 Good Luxury Items from 1 Wood, 1 Tool, 1 Glass, 1 Steel, and 1 Gadget every 10 seconds.(verify)
Bridge

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Construction

6x
3x

Bridges can be used for crossing gaps in terrain between Highlands or across water tiles.

## In-Game Description

* Crosses a gap between 2 tiles
* Cannot be placed above a Building, Forest.

## Mechanics

* When ordering the construction of a **bridge**, player most remember that the construction site has only one entry point which has to be accessible. Players can identify the entry point by the green or red arrow symbol. Construction site will sit on the adjacent tile during the building process.
* Despite the description, anything other than a road will also block construction, resulting in the message "Bridges can't go over occupied tiles". Other tile objects might include boulders.
* Bridges interrupt the dragging of roads, but do provide a power pole connection if adjacent tiles are upgraded with that upgrade.
Luxury Items

Luxury items are made at the Market Place and stored in Accommodations. When a Peep engages in a meal, they may consume a luxury item if one is available and the peep is sufficiently unhappy. Peeps will NOT always consume luxury items; they act only as a means to combat unhappiness. Luxury items provide a + Happiness bonus.

Luxury items are used by Peeps whenever their Happiness level is below Normal. (As of Content update #4 - Biomes & Beasties.)

## Good Luxury Items

Good Luxury Items are created at the Marketplace IV and Marketplace V. They instead provide an improved ++ Happiness bonus. Construction of the building requires Steel although this is not part of its resource production recipe (see below). Good luxury items replace the peep need for luxuries and do not stack with regular luxury items. In addition to Peeps, they are also used for the road's "road decoration" upgrade; 1 good luxury item per tile upgraded.

Production of Good Luxury Items requires the following resources: 1 wood; 1 glass; 1 fabric; 1 stone; 1 electronics; 2 power - in order to create 6 per action.
Kitchen

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Construction

10x
10x
6x

## Output

The kitchen is a building in the luxuries category, it allows you to make meals from vegetables.

## Upgrades

* Kitchen II
	+ Adds Potatoes to recipe and increases production.
	+ Serving table added in front of oven.
* Kitchen III
	+ Adds Fruit to recipe.
	+ Second stone oven added, replacing the preparation table with pot on it. Serving table gets seating, and fruit is placed on it.
* Kitchen IV
	+ Adds Bread to recipe and produces Good Meals.
	+ Both stone ovens replaced by cooktop and countertop-like table. Cooking pot returns.
* Kitchen V
	+ Adds Salt to recipe.
	+ Cooktop extended, second chimney added.
* Filtration
	+ Removes pollution effect.
* Automation
	+ Increases production rate to 225 per minute.
	+ Reduces worker slots by one.
	+ Requires more Power.
Shelter

## Construction

32x
32xFile:Cement.png
32x

40x
20x
12x

## Output

There is one **Shelter** present at the start of the game on the first island, where Peeps emerge from. Slowly produces Potatoes and Water. A total of 50 Peeps will spawn from the Shelter, and on some difficulties extra resources will additionally be stored inside it.

After unlocking the Shelter technology, the player can now build Shelters manually. These are slightly different to the starting shelter - Peeps can hide in these shelters when the space whales attack, keeping them safe.

## Construction

 Gadgets | 12

* 120 Seconds
* 1 Tile
Apartment

## Construction

2x
4x
4x

4x
4x

## Adjacency Bonuses, Penalties, and Effects, and other traits

The Apartment is the densest housing building for the peeps with the highest capacity. It comes with a gloom effect that can be mitigated by upgrading the road with power poles.

## In-Game Description

* Somewhere for your Peeps to live.
* Stores food and drink for them to refresh themselves with.
* Peeps that don't have a job yet, or can't get enough to eat and drink, will wait here.

## Action

* Shelters 6 Peeps
* Storage (at base value):
	+ 5 Food
	+ 5 Drink (eg Water)

## Bonuses

* Bonuses from being next to Accommodation:
	+ 1 nearby Accommodation = +1 Peeps
	+ 2 nearby Accommodation = +2 Peeps
* Bonuses from being next to Fields and Wells:
	+ 1 nearby Building from the Field Category = +2 Food
	+ 1 nearby Building from the Field Category = +2 Drink
	+ 2 nearby Building from the Field Category = +4 Food
	+ 2 nearby Building from the Field Category = +4 Drink

## Details

* Causes lots of Gloom, which causes Peeps that walk nearby -/--/--- Happiness, depending on how bad it gets
* Adjacent Accommodation Bonus: Gains Bonus from being next to Accommodation
* Adjacent Field and Well Bonus: Gains Bonus from being next to Fields and Wells

## Construction

 Glass | 4

* 5 Seconds
* 1 Tile
Forest

## Construction

30x
20x

## Output

**Forests** are a source of wood. They can store up to 5 Tree Trunks and automatically produce them over time. Woodcutters will gather these Tree Trunks without destroying the forest itself. Alternatively, when a Peep chops down a forest marked with the demolition tool, a resource pile is created with all of the stored Tree Trunks.

Forests are spawned naturally on most biome types, although some islands will rarely spawn with none at all. There are multiple cosmetic versions of the forest (including Pine, a leafy "birch-like" one, and some for the various biomes), although generally only one type will spawn on the same island apart from deserts. However, Forests can also be created using Water and Fruit by the player, which can prevent running into problems if the Island has no other Forests. It is also possible to transfer forest models this way by attempting to build a forest on one island and then moving to a different island, although as mentioned this is has no effect on gameplay.

## In-Game Description

* A forest.
* Trees can be harvested for Trunks, which are turned into useable Wood by a WoodCutter.(sic)
* Forests slightly reduce Pollution around them.

## Construction

 Fruits | 20

* 300 Seconds
* 1 Tile

Please help improve this if you can. The Discussion page may contain suggestions.

Reason: "*This page, while not being a "stub", might need a cleanup.*"

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "*This page, while not being a "stub", might need a cleanup.*"
Scenario

There are several **scenarios** in *Before We Leave*, including:

1. **Apocalypse Soon**: rush to the innermost planet of the solar system.
2. **Getting Busy**: Support 1000 Peeps on one planet with increased unhappiness (especially from hunger and homelessness). Unlike the other scenarios, the 1000 Peeps are the special win condition, a Whale Charmer is not required.
3. **Hut Owner's Association**: Various accommodation placement/adjacency requirements. Namely, no adajacent Peep capacity bonuses, but buildings must have adjacent accommodation to get workers.
4. **Seed Hunter**: Instead of random fertilities, unlock seeds throughout the game.

The developers recommend them as post-game challenges.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Spaceship Statue

## Resource costs

100x
20x

## Buildable on...

The **Spaceship Statue** is a decorative building, unlocked after repairing the ruined Spaceship. It has no function, for example it doesn't raise happiness like a fountain.

Decorative buildings are unique because they do not need a road connection for construction and do not need one afterwards.

## In-Game Description

* A statue of the spaceship which took us to other planets.
* No in-game effects.