recursal/Fanatic-Fandom huggingface dataset:
Sector 1 (Industrial)

## Overview

Sector one is the primary industrial sector of Knight City. It is home to numerous production. facilities owned by Knight Industries and those that rent from them. While Knight Industries factories themselves are heavily guarded, much of the residential area is left to their own devices minus the few police patrols that may occur.

## Locations

### Sector 1 Police Station

*The Sector one police station is typically undermanned and underfunded. With most of its budget going towards security protocols within the facilities.*

### Weapons Production

*This is where schematics and prototypes are sent to begin the large scale production on new weapons.*

### Cybernetic Production

*Where schematics and prototypes are sent to begin large scale production on new cybernetic augmentations.*

### Sector 1 Market

Where goods and services are traded within the market.

### Henry's Tap

*A local watering hole that serves suspiciously strong alcohol.*

###

###

###

###

###
Public Safety and Security

## Overview

Public Safety and security is the military and law enforcement arm of Knight Industries.

## Divisions

### Knight Industries Special Tasks Group (K-STG)

*K-STG is the special operations capable military division of Knight Industries.*

### Knight Industries Intelligence Services (KIS)

*KIS Agents act similarly to an intelligence agency or investigative bureau, engaging in reconnaissance and espionage, or even black ops, including kidnappings and assassinations, on behalf of the corporation. They are consummate professionals, adhering to the mission no matter what. Due to the nature of their job, members are privy to numerous company secrets, and as such, become security risks should they resign.*

**As of January 3rd, 2093 - The KIS Division acts solely under the command of the Knight Industries President, Marcus Knight.**

### Knight Industries Security

*The general security of Knight Industries.*
Knight Industries Intelligence Services (KIS)

## Overview

KIS is a shadowy division with Knight Industries. They operate both as spies, investigators, and assassins. Typically well trained, well educated, and are selected carefully through applicants that must pass a series of tests. **KIS** answers only to the President of Knight Industries.

KIS Agents act similarly to an intelligence agency or investigative bureau, engaging in reconnaissance and espionage, or even black ops, including kidnappings and assassinations, on behalf of the corporation. They are consummate professionals, adhering to the mission no matter what. Due to the nature of their job, members are privy to numerous company secrets, and as such, become security risks should they resign.

Just recently, an assigment which involved all of the KIS Operatives turned into a trap. Resulting in the death of every single one but Marcus Knight.

They are currently seeking new KIS operatives who are able to meet the requirements.

*Note: Due to the current RP scenario, no one can start a character as an active KIS agent and must start as 'applicants'. Thank you.*

## CENTCOM

*CENTCOM are the handlers of the agents in the field. They operate as liaison and intelligence operatives to assist in coordinating those in the field. CENTCOM agents are typically those have retired from the field or weren't deemed capable of fieldwork but could still be seen as an asset to the team.*

* Zelda Lee Wu

## Operatives

*These are the elite agents of KIS. Carefully selected and capable of operating anywhere the company desires it.*

* Kasey Alder
* Ian Malcom
* Samuel Oakley Gunderson
* Maya Caldwell

## Applicants

*Those that desire to be apart of KIS. Are required to make it through the careful selection process.*

## Informants

*Not full members of KIS and are not granted their security clearances or the information they have. However, they are tasked with the reporting of information to KIS and are at times used on certain assignments.*
Weapons Development

## Overview

Director:

The research, testing, manufacturing, and distribution of weaponry falls under the Weapons Development department of Knight Industries. Once the pride and joy of the company, it still holds a very crucial role to the company as a whole.

## Divisions

### Weapons R&D

*Tasked with the research and development of new weapons systems.*

### Distribution

*Tasked with the distribution and logistics of the selling and transporting of weapons systems.*
Technology

## Overview

Technology in 2093 is considerably more advanced than the modern age. Cybernetic implants have just started to become mainstream -- both in the civilian and military markets. Space Travel has started, but not FTL and is mostly isolated to the Moon, Mars, and asteroid belts for minerals and not long term living. Though medicine has advanced at an incredible rate, the poor are still unable to afford a lot of it.

*Notes: Due to the nature of the role-play, the only technology that you are allowed to use are listed in these threads. New Technologies will appear as their creation is role-played.*

## Cyberware

Cyberware is any cybernetic technology permanently grafted to the human body, especially technology that interfaces with the human nervous system. All Cyberware is artificial.

While cybernetics are still expensive, they are affordable by most of the middle class to some degree, and even by the poor in some situations. The working class, especially professionals, often have two or three implants of some kind. Cyberoptics are useful for recording meetings. Cyberaudio with boosted sensitivity could be useful for eavesdropping on gossip in the executive lounge. While the world of Knight Industries is a much more violent society, there are plenty of non-violent everyday uses for Cybernetics that make them desirable to almost everyone. Installing cybertechnology is generally considered a major purchase (like buying a laptop or a TV or a car), but is within the means of most people.

## Fashionware

Fashionware is low-impact cyberware designed for casual convenience or merely for looks. Fashionware is generally innocuous, easy to install, and carries a low or negligible humanity cost relative to real cyberware. Most mall stores and retail outlets that install commercial cyberware will have options for fashionware as well.

## Weapons

The different weaponry of the Knight Industries RP.

## Transportation

The types of transportation in the Knight Industries RP. Will not be doing a detailed category of this just yet. There are no flying cars. But electric cars are commonplace. As well as different flying methods. Helicopters, planes, ospreys, etc, are still in existance.
Sector 3 (University)

## Overview

Sector 2 might be the sector of arts but 3 is all about education. People from all across the globe travel to Sector 3 in the hopes of getting a higher education or achieving medical care at the world renowned Knight Memorial Hospital.

## Locations

### Sector 3 Police Station

*I don't have to keep putting descriptions for these, do I?*

### Sector 3 Market

*Same thing as above. Do I REALLY need to?*

### University

*The esteemed Knight City University. High tech campus that offers higher education at a high price.*

### University Housing

*Housing for the university. The quality depends on the size of the students wallet.*

### Tally's Pub

*A favored stomping ground of doctors and students alike. Also a known popular hangout for KIS operatives.*
Construction and architecture

## Overview

Construction and architecture handles the affair of the construction and renovating of new and current compounds. While not considered the most important division -- it definitely has incredible uses and a lot of projects would be dead in its tracks if it wasn't for this.

## Roster

###

### **Construction Manager**

The Construction manager is head of all things regarding the designing of the different projects.

### **Project Lead**

*Each project is headed up by a project lead who coordinates with the manager to complete his project.*

### **Architecture Team**

*Each project as an architecture team that handles the design of the project.*

### **Construction Team**

*The team that handles the actual construction of the project.*
Knight Industries Headquarters

## Overview

The Headquarters is a constantly evolving testament to human innovation. State of the art, high end security systems, and under constant armed guard. Part apartments and dormitories for Knight Industries employees that choose to live on site, as well as the proper business accommodations.

## Floors 1-3

*Floors 1-3 serve as the entry and visitors center of the Headquarters. As well as numerous security checkpoints. An elevator does not start until floor 3 where proper identification is required.*

## Floors 4-8

*These floors server as essentially, a mall and community area for the employees of Knight Industries and their guests. Everything from restaurants ,to shopping areas, to bars exist on these floors.*

## Floors 9-30

*These floors are designed to accommodate live-on staff as well as their families. Each area designated much like an apartment that varies in size depending on the needs of the staff.*

## Floors 31-40

*Serve as government facilities for Knight City. The police headquarters is located here, as well as the mayors office, and other government buildings for the city.*

## Floors 41-60

*These floors belong to Weapons Development. Their research labs, development, and production facilities exist here as well as the office of the Director of Weapons Development.*

## Floor 61-62

*Serves as the office of the director of Urban Development as well as construction planning arrangements and offices.*

## Floor 63-68

*The medical facilities are located here. Essentially a large hospital in the center of Knight Industries HQ.*

## Floor 69

*Serves as the digital archives of Knight Industries. Also.....hehehehe.*

## Floor 70-80

*The elevators don't even stop on these floors unless there is proper clearance for everyone on board. These serve as the genetic engineering labs. There are no cameras on this floor compared to other floors and it is considered a complete black zone. The official explanation is that they don't want company secrets being stolen -- the truth likely much more sinister.*

## Floors 81-90

*Serves as the Cybernetic Augmentations floors where everything is researched, tested, and prototypes produced before being shipped to other manufacturing facilities.*

## Floors 91-95

*Serve as the security floor. Where the security of the entire facility is monitored and its checkpoints. This is also the location of the Knight Industries security armory.*

## Floors 95-100

*This is the location of the K-STG headquarters, training facilities, Command center, and so on.*

## Floor 101

*This floor serves as the office of the Director of Public Safety and Security. It also serves as the command center and offices for Knight Industries Intelligence Services (KIS).*

## Floor 102

*Serves has the board room and the news room.*

## Floor 103-105

*Also known as the vaults. Classified things are stored here.*

## Floor 106-110

*The President and Vice Presidents offices as well as the Presidents penthouse.*
Codes

**Codes** - trzeci singiel wokalistki Borscht, promujący jej debiutancki album studyjny - *Strangled*. Zostanie wydany 14 lutego 2020 r. przez wytwórnię Sony BMG Music Entertainment Hungary.

## Codes

### Autorzy

Emely Barszcz, Nikolai Kopper-Namjoon, Florencja Magyar, Brygida Tynk, Wiktor Magyar, Alexei Mokritsky-Todorovsky

## Lista utworów

**Digital download, streaming**

## Promocja

9 lutego 2020 r. na kanale Sony BMG Music Entertainment Hungary pojawił się teaser ostatniego singla.
Knight Industries RP Wiki

**Welcome to the Knight Industries RP Wiki!**
Knight Industries is a cyberpunk role-play centered around a company of the same name. Set in the year 2093, the world is essentially ran by megacorporations across the globe that fight shadow wars and puppet their individual governments. This is a role-play with dark and gritty elements that does its best to encourage that everything happen through role-play; from technological advancements, to the rise and fall of rival companies, and the destruction of terrorist organizations that threaten the way of life in Knight Industries.

Though a custom world, it takes influences from the cyberpunk tabletop games and the company itself is based loosely on Shin-Ra from Final Fantasy 7. We offer an active and mature community of role-players that believe in true role-play cooperation and building a story together.

## Important articles

The Story

Knight Industries

Character Guide

Locations

Factions

Technology
Knight Industries

## Overview

Knight Industries is the mega-corporation that holds the most influence over the United States of America. Initially starting as a weapons development firm in the early 2020's, Knight Industries expanded into a powerhouse of a corporation moving into Energy, Genetics engineering, Urban development and now their biggest enterprise -- Cybernetic Augmentations.

Knight Industries received its most influence during the 2060's when Congress elected to the privatization of the military and law enforcement agencies across the country. With control over both the military and the police -- Knight Industries cemented itself as the true power of the United States. Now it's just a matter of holding onto their influence and greasing the pockets of the politicians. And of course, making sure no other company is able to exert more control than themselves.

## Departments

Knight Industries is divided into a number of different departments with the heads that make up the board of directors that answer to the President and Vice President.

### Weapons Development

Once the Pride and Joy of Knight Industries, it's still a very important portion of the Company. Anything that can be weaponized, or even ideas of different weapons starts in the weapons development program.

###

### Science Department

Director: Albany Green

Assistant:

Everything from medical, genetic engineering, as well as the Cybernetic Implantation Branch finds its home within the Science department. Though, many feel as though the Science department should be divided into different branches -- it hasn't occurred yet.

### Urban Development

Director: Agent Rooke (Tyson Boston)

Assistant:

Urban development is a relatively broad department. Everything from maintenance, to construction crews, to maintenance of infrastructure and energy plants falls under Urban Development.

### Public Safety and Security

Director: Ren Wilde

Assistant:

 The military and police arm of Knight Enterprises. Though, a relatively safe sounding name, there are a number of atrocities that have taken place through this department. And if they didn't have such control over the government -- this department alone would be tried with a hundred war crimes.

### General Staff

This isn't necessarily a department. Rather a listing of those that want to play discreet characters, those that work in the city in general, etc.
Cyberoptics

## Cyberoptic Examples

* Telescopic vision
* IR/UV (in theory you could make them sense any wavelength in the EM spectrum, but IR/UV are the most common and the most useful) - Thermographs are the most popular option
* Lowlight (unlike the above options, this one uses normal visible light)
* Video recording (though it will not record audio unless you also have cyberaudio installed)
* HUD overlays (want a stock marquee in your field of view 24/7?)
* Anti-dazzle (to avoid being blinded)
* Targeting scopes (think Robocop)
* Micro-optics (like a microscope in your eyeball)
* Weapons or tools (Dart guns, surgical lasers, ect)
* Fashion options (changing color, making them glow, ect). They can even include weapons or tools.
Percival

## Appearance

**Size:** Average, 25cm

**Weight:** 10Lbs

**Hair Color:** Orange and White

**Eye Color:** Green

**Noticeable Features:** White markings on his face make it look like he has eyebrows and a moustache. Paws are also white like little white gloves and a white chest tuft. Also has a bare patch on his right eye due to cybernetic. He also wears a little lab coat.

## Personality

Percival is very friendly and likes to play. Anyone within the Genetics Labs, new or not, he will go to for scritches. Even the coldest of hearts seem to like this cat.

## Aptitudes

**Skills:** Catching them pesky holographic critters. Sleeping. Eating. Shamelessly begging for scritches.

**Weaknesses:** Water. Doggos.

## History

Percival started out a simple test subject. Many of these subjects don’t always make it or they’re given to a home eventually. Even being used for testing, he was always an affectionate cat. Those in the lab grew fond of him. During testing, a new cybernetic was tested on him, his eye. It worked like a charm for quite some time but the cat not being self-aware like a human, he didn’t take proper care of it. He didn’t really understand it either, when it was first implanted, often he would try to rub his eye with his paw. Causing it to malfunction over time.

After a couple years, his time for tests were over but rather than being sent away, it was decided he would be kept in the labs, even making him a little lab coat. Able to free-roam the Genetics Labs. No one really knows how either but Percival often appears on various floors of the Genetics Labs. Somehow, despite all the security, this little cat can somehow by-pass it to go to various floors. He also seems to only ever be on the Genetic Labs floors, having not been seen anywhere else.
Science Department

## Overview

The Science department is a relatively large department in Knight Industries. With everything from medical, to genetics, and even the cybernetic augmentations. Some believe the department needs to be split better up to give it a better say in the companies executive decisions. Despite this, it holds together as a singular department with different divisions.

## Divisions

### Medical

*Medical isn't so much tasked with medical science as it is more focused on the health and services of the company as a whole.*

### Genetic Engineering

*Genetic Engineering is the dark part of the science department. Their actual achievements are generally kept secret. What they do and complete is typically unethical.*

### Cybernetic Augmentations

*The research, production, and development of human to cybernetic augmentations. Lately the biggest earner in Knight Industries roster.*

### Robotics

*Yet another newer division within science. They are tasked with the research and development of robotics.*
Differences from Generic 4X

* is used not only for , but also to speed  growth, , and , with the  used to devote percents to each.  Early in the life of a Colony it is often advisable to devote all  to  or  as these will in turn greatly increase the  of the Colony.
* determines the maximum number of buildings for a Colony; acts as a multiplier for ; increases  and on each level up grants a choice of a bonus for that colony.
* Strategic Resources are not used for special units or buildings.  Instead, they open new technologies for , many of which give bonuses based on the number of those resources possessed.  When a resource is first found, the player must make a permanent decision between 2 sets of technologies that resource could unlock.
* Units can only move a certain distance from the nearest colony or outpost, which can be increased with technologies or the discovered wormholes.  This severely limits exploration and expansion particularly in the early game and encourages the strategic placement of colonies or outposts in systems otherwise sub-par or even worthless solely to expand the reach of ships.
* The number of Leaders (heroes) in the galaxy is very finite.  Once they have all been hired by factions, the only way to gain more is to steal them from another faction through espionage or military raids or invasions.  This makes them an important resource to compete for.
* There is no limit to the size of a particular fleet.  However, the total ships (military and civilian) a faction can have at a time is limited by its  which can be increased by a number of means (colonies, infrastructure, Leaders, etc.).
* Each sector and system has a Scan Level.  As the Scan Level of a sector increases, specials such as Black Holes, Neutron Stars, etc, may be revealed that are the only sources of some Strategic Resources.  Remote Scanning increases the Scan Level of a chosen Sector and takes a number of turns dependent on the current Scan Level of the Sector, the presence of Survey Ships, and any Faction bonuses.
* Tactical combat encourages a mix of small and large ships.  Since ships can be upgraded to the latest custom design at Star Bases, no units become obsolete.
* Zones of Control extend from colonies based on , and prevent other Factions from establishing colonies or outposts (in the absence of a Mining Treaty) in systems they cover.  However, there are no closed borders--Factions can freely move through all other Factions' Zones of Control.
* Assault Ships are required to Invade or Raid Colonies.  Each Assault Ship provides a bonus to the Ground Troops, and some Assault Ships are likely to be lost in the Ground Combat, so bring more than one.  Raids can damage Colonies or even steal Leaders.  Outposts can be destroyed or occupied without Assault Ships present.
Люди

Люди — жители Мира живых (Ти-Дзё). Во вселенной "Потомков тьмы" некоторые люди обладают сверхъестественными способностями, что позволяет им, в частности, видеть синигами (и других существ), даже если те для обычных людей невидимы. Таким человеком является, например, доктор Мураки.

## Список основных персонажей-людей

* Кадзутака Мураки
* Ория Мибу
* Аяко Сугидзава
* Мария Вонг
* Хисае Тодзё
* Казуса Отонаси
* Хидзири Минасе
* Цубаки Какьёин
* Митани
* Рика Мияги
* Марико Икаруга
* Маки
* Нагаре Куросаки
Agent Rooke (Tyson Boston)

## Appearance

**Height**: 6’5”

Weight**: 210lbs**

Hair Color**: Black**

Eye Color: **Brown**

Noticeable Features**: N/A**

## Personality

Tyson is believer that all people are a family and they are responsible for their family's well-being. Throughout his tenure as Director of Urban Development, Tyson lives up to his beliefs by being available for the people during their times of need, making decisions to the betterment of as many people as possible, and providing his wisdom and guidance whenever he can. Tyson's kind and pacifist ways are widely valued by the residents of Knight Industries properties. Tyson however is just a persona, that hides the real person beneath.

In reality, Rooke is a cold and objective man, who fully devotes himself to whatever course he chooses to pursue. While still a child he had a proud nature, and was often impetuous, demanding, arrogant, and impatient. As he aged his mindset gradually changed, and he started drawing more heavily on his studies. By the time he was twenty-one, he had become calmer, wiser, and more focused man, although he still occasionally let anger get the best of him. Intelligent and dedicated, Rooke is passionate about the pursuit of knowledge. His wisdom and leadership has proved instrumental in ensuring the continuation of Knight Industries, more secretive endeavours.

## Cybernetics

*Due to visual aids -- please see full biography*

## Aptitudes

Skills:

* Peak Human Condition
* Firearms
* Master Swordsman:
* Skilled Hand-To-Hand Combatant
* Skilled Horse Rider
* Stealth and Espionage Expert
* Parkour Expert
* Master Pickpocket
* Skilled Strategist

Weaknesses:

* Mortality: Despite all of his enhancements and training, he is still but a mortal man and can be killed by any means
* Anger: Rooke’s most notable weakness is his rage. His rage at time blinds him in battle to the point of leaving physical and mental weak points open for attacks. Recently, he has made steps to putting the past behind him and has become a more disciplined and controlled fighter.

## History

A child born in a test tube and raised in an underground lab in Knight Industries. The first in a top secret project to perfectly integrate humanity with cybernetics. From the moment he was released from his tube, he was trained in combat & assasination; but he was also taught to be the perfect politician. The goal was to have a face for Knight Industries Urban Development Program that would have the would the public & government in good standings with the company.

He was given a false name, Tyson Boston, with the made up identity of being a Chicago born, African American with a love for philanthropy. From the moment they brought him into the public eye, his approval rate was considered higher than any other director in Knight Industries. Often times when issues occurred with the company he was used for crowd control.

When he was not being Tyson Boston though, his true self would work in the shadows. Agent Rooke an assassin for Knight Industries, who killed anyone who the major heads of the company saw fit.
Minor Civilizations

Some systems may have Minor Civilizations on a planet that can provide various bonuses based on a faction's access level to that system.

**Requires the Evolving Empires Expansion**

Discover, survey, and establish relationships with a wide variety of unique minor civilizations and reap their benefits… or destroy them and deny their benefits to others. The choice is up to you.

Minor Civilizations introduce a wide variety of pre-warp civilizations which are randomly spread throughout the galaxy waiting to be discovered. While finding them is hard, earning their trust is even harder, and those who wish to reap the benefits of a deeper relationship with them will need to spend time understanding who they truly are. You’ll need to be quick though, such powerful bonuses are certain to attract attention, and you wouldn’t want such power falling into the wrong hands.

With 7 different categories of minor civilizations, and three minor civilizations within each category, there's always mysteries to uncover as you’ll never know for sure which civilizations exist in your galaxy!

## Access Level

A Basic Scan of the system will show the minor civilization icon on the planet in the System Map and above the system on the Galactic Map with no future details.

Additional information and possible access requires a Full Scan of the system and that it is either in the Empire's borders (Exclusive Access) or in neutral territory (Has Access).

## Relationship Bonus

A bonus granted to any empire which has any access level to the system, such as "+1 Production Per Pop in Empire".

## Exclusivity Bonus

Granted only to the empire that has Exclusive Access (i.e., the system is in their territory). This bonus is doubled if the Minor Civilization has been fully surveyed.

## Surveyed Bonus

A minor civilization becomes fully surveyed after the empire has stationed a  in the System for 20 turns.

The first empire to do so chooses the minor civilization's Surveyed Bonus from a list of 2, which will be granted to all empires with access that have fully surveyed it in the future.
Numberblocky Wiki

**Welcome to the Numberblocky Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers and math. Numberblocky is coming soon...

*Community Founders*: Write a good and paragraph-length description here 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.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*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!
Anti-Heroes

video File:Placeholder
**Anti-Heroes** or **Neutrals** are protagonists or main characters whose characters are contrary to traditional heroes, although they may still have heroic qualities. Characters who are allies and, at one point, enemies (the word for that is Neutral). This list also includes characters which play no specific role as to whether they are allies or enemies.

"*.*"

—About Anti-Heroes.

## Groups

Whether they operate independently or in a partnership, anti-heroes will sometimes need to team together with other heroes to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature neutral groups:

## See also

* Supportives
* Heroes
* Allies
* Villains
Scanners

Scanning tech provides a  bonus to ships with the  ship special system, as well as increasing the detection range and information gathered on other Empires' fleets.

* 3 Parsec fleet detection range
* 5 Parsec fleet detection range
* Reveals ship types and drives
* 7 Parsec fleet detection range
* Reveals ship types, drives, and components
* Reveals fleet destination and ETA
Nova Evolution

The Nova Evolution is driven almost entirely by its possession of a powerful ancient relic from their past. While this relic once destroyed their beloved homeworld, there are many who feel it’s time that its power be tapped once more. With unique effects that can give them ultimate knowledge of the galaxy, their decision to pursue a path of peace or destruction will determine the role they ultimately play.

## Relics of the Past (Tier 1)

* Empire gains 5% RP to all research areas from ancient relic
	+ This evolution possesses a powerful relic from its ancient past. These bonuses are a result of them beginning to unlock the power of this relic.
* Empire gains knowledge of all ruins locations in the galaxy
* Empire has an improved chance to discover data core artifacts in ruins
* +30% to data core artifacts research bonus
	+ Stacks with the standard +20% data core artifact research bonus in a specific research category (+50% total)
* Empire suffers from negative events more frequently than normal

## Giving Spirits (Tier 2a)

* Empire receives benefits when giving gifts to others
	+ For every 1 BC gifted, gain 3 SCP
	+ For every 1 SSP worth of ships gifted, reduce cooldown of unique abilities by 2
	+ For every 1 POP in gifted system, empire gains +3% morale for 20 turns
	+ For every 1 infrastructure in gifted system, morale bonus is extended by 2 turns

## Web Weavers (Tier 2b)

* All wormhole paths and stability revealed in galaxy
	+ Provides full scan data on all systems with wormholes
* Empire's fleets can travel through closed wormholes

## Spiritual Awakening (Tier 3a)

* Space Culture (Adventure, Wealth, Knowledge) choices no longer mutually exclusive
* All techs associated with strategic resources are immediately obtained for free
	+ Except for neutronium and antimatter bomb related technologies.
* +10% production efficiency in empire per data core artifact found
* +10% SCP in empire per controlled colony with ruins present
* Empire no longer suffers from negative events more frequently than normal (due to Relics of the Past)
* Empire benefits from positive events more frequently than normal
* Empire may no longer bomb, invade, or raid colonies and can not build assault ships
	+ Existing assault ships as well as assault ships under construction are scrapped. Bomb rack special system cannot be equipped.

## Unbridled Power (Tier 3b)

* Unique abilities may be exchanged at any time
	+ Must be off cooldown. Standard unlock requirements are ignored.
* +10% weapon damage per data core artifact found
* +12 SSP in empire per controlled colony with ruins present
* Capital world becomes barren and cannot be terraformed
Kaek

From deep within the bowels of her icebound nest, the queen of the Kaek has guided the will of her subjects for eons. Over boundless distances, she inserts her thoughts and wishes directly into their very consciousness, for none amongst the Kaek can resist the call of their queen. Together they toil, linked telepathically in pursuit of a single thought, a single mission, as if all in simultaneous possession of a solitary brain. What they are thinking, and what they are doing, is but a compelling mystery to outsiders.

Unlike most other species in the galaxy, the Kaek have evolved very slowly with only rudimentary transformations to their genome over vast periods of time. The frigid temperatures and ammonia rich waterways of their planet created an environment uniquely free of biological competition and evolutionary drive. With the galaxy's landscape rapidly changing, the Kaek are being forced for the first time to test their ability to understand the logic of others. As they diligently work to assess and analyze actions that are completely foreign to them, they await the guidance of their queen, for it is she that will ultimately determine the direction and survival of their race.

The Evolving Empires expansion opens up the Kaek Evolution tree.
Outposts

in Interstellar Space: Genesis can be established on any planet, , or accretion disk by an . They provide access to any  present, allow exploitation of , or simply provide expand the reach of your empire allowing ships to travel further and the range of , or simply deny access to a planet to other empires.

## Asteroid Exploitation

 on  can be established after researching the Asteroid Mining tech and provide bonuses to either , , or  scaling with the size of the .

 bonuses require  and can sent to any planet where they may be enhanced by factors such a  and Administrator Corporate skills. Toggling the "Show Exploitations" icon in the lower left of the main screen will indicate what is going where with orange lines.

To change the type of exploitation, click on the tepee icon next to the . To change the destination of the exploiting, click on the box with the name of the current destination and select a new colony.

Asteroid Exploitation
Utopia

In a Utopian government, all individuals agree periodically on a set of rules for the common good based on the principles of equality, sustainability, peace, and harmony. All government is automated following these rules.

Utopia has a very high morale bonus unless  are built. It has a the fastest rate of assimilation. Weapons research receives a severe research by other techs receive high bonuses. It has the highest pick cost of any form of government.

Utopias are best suited for a peaceful play style, not only because of the malus to weapons research, but also because garrisons, which negate the morale bonus, are necessary to build  for raids and invasions.
Monsters

2

Specials:

* 75% defense against Ion damage
* Repairs 15% of Armor + Structure (37.5 in this case), plus 10% of Systems (8.8 in this case)

Notes:

* Don’t use Ion or Missile weapons against them.
* Really fast ships can move away from a torpedo until it runs out of fuel.

### **Space Amoeba**

 2

Specials:

* 75% defense against Ion damage
* Repairs 10% of Armor + Structure (30 in this case), plus 10% of Systems (13.1 in this case)

Notes:

* Don’t use Ion or Missile weapons against them.
* Snipe them at long range.

### **Space Dragon**

**Dmg**
**Dmg**
 1

Specials:

* 75% defense against Ion damage

Notes:

* Don’t use Ion or Missile weapons against them.
* Snipe them at long range.
* Circle tactics can be helpful when using multiple ships.
* It can only shoot at one group of missiles at a time, so with multiple ships, it can only stop the first ship's missiles.
Дьявольская трель (5 серия)

**Сюжет:**

Синигами поставили перед собой задачу установить личность демона, который заключил контракт, и уничтожить его. Цузуки обещает защитить Хидзири, но Хисока отказывается, говоря, что он не даёт обещание, про которое он не знает, сможет ли он сдержать.

В разговоре с Тацуми Хисока говорит, что хочет достичь уровня Цузуки в магии, и задаётся вопросом, не слишком ли добр (или безответственен) Цузуки для работы синигами. Тацуми отвечает, что хотя Цузуки немного наивен, он всегда исполняет свои обещания и никогда не лжёт.

Цузуки хочет, чтобы Хидзири оставался в Дзю-О-Тё ради своей безопасности, но Хидзири отказывается, говоря, что не проиграет демону. Цузуки отпускает его домой. Однако после этого с Хидзири случается череда происшествий, и только благодаря Цузуки и Хисоке он остаётся жив.

   Хидзири вместе с Цузуки и Хисокой идет к Казусе, чтобы забрать её в Дзю-О-Тё. (При встрече Казуса называет Цузуки "дедулей", от чего тот поражён до глубины души.) Она объясняет, что во время последнего визита Хидзири она испугалась не его, а страшной собаки позади него. Цузуки и Хисока подозревают, что это может быть ключом к разгадке. Хисока присматривает за Казусой в Дзю-О-Тё, а Цузуки остаётся с Хидзири. (Цузуки готовит для Хидзири своё "фирменное блюдо", от которого тому становится нехорошо, но Цузуки не замечает.) Демон появляется перед Хидзири и говорит ему не бросать скрипку, потому что она уже часть его. Игра на ней становится зависимостью Хидзири.

      С помощью Казусы Ватари, наконец, выясняет, что демоном является бригадный генерал Ада Саргатанас. Синигами решают выманить его, и для этого Хидзири играет на скрипке для Казусы. Саргатанас появляется, но не может схватить Хидзири, защищённого барьером. Синигами уводят Хидзири и Казусу, и только Цузуки остаётся противостоять Саргатанасу. Когда демон начинает атаковать, Цузуки вызывает Бьякко, чтобы сразиться с ним. Во время битвы Саргатанас кусает плечо Цузуки. Как только демон исчезает, Ватари снимает рубашку Цузуки и ищет паразита Саргатанаса, который мог остаться внутри. Если укус оставляет след демона, Цузуки может быть одержим, но Ватари полагает, что времени не хватило. Хидзири обеспокоен тем, что Цузуки пострадал за него. Цузуки настаивает на том, что с ним все в порядке, но как только он оказывается в стороне от других, демон начинает захватывать его, и на месте укуса становится видна чёрная метка Х.
Civilian Ships

in Interstellar Space: Genesis perform important functions including founding Colonies, establishing , , and ferrying  resources from . They cannot be modified by Ship Design and carry no Weapons and are sitting ducks in combat if not escorted by Military Ships

## Colony Ships

Colony Ships require no special technology to build and as the name implies establish colonies on . Their  are fairly high at the start of the game, so it is best to build up your home colony before trying to construct one.

## Outpost Ships

Outpost Ships require no special technology to build and of course establish . Note however that Asteroid Mining technology is required to build  on .

## Survey Ships

Survey Ships can perform , increase the speed of Sector Exploration, and improve the odds of finding something useful from .

## Support Ships

Support Ships require the Offworld Support technology which always grants a free one. They provide significant a  bonus to all colonies in the Planetary System they are orbiting that scales with the total  of the entire Empire up to 150 points, as well as a bonus to . Note they come with a fairly steep 4  cost.

## Freighter Fleets

Freighter Fleets are necessary to ferry the  resources from  to their target colony. Unlike other ships, they do not appear on the Strategic Map except as lines from the  to the target colony if you toggle the Show Exploitations button in the bottom right of the Strategic Map. They do, however, consume 1  each, with their total current number and the count of those unassigned near the middle of the top of the Strategic Map as the white arrow with orange--thing.

## Assault Ships

Assault Ships actually have a military function--transporting Marines for  and --but otherwise act as civilian ships in not being modifiable and carrying no weapons. The number of Assault Ships present in a fleet determines the number of marines participating in battle, and casualties taken destroy them, so fleets involved in raiding or invasions campaigns should be accompanied by a good number of them.
Ship Support

Ship Support Points (SSP) determine the total number of ships you can maintain. Each ship requires 1 or more SSP depending on its type. Going over the SSP limit will result in  being drained and penalties in combat. At -10 Ship Support Points, a penalty of -15% is applied to all Ship Attack and Defense; at -20 this increases to -25%.

Ship support is gained from the total  of all colonies of your empire; bonuses from Infrastructure Perks; ; and .
Diplomacy

Diplomacy allows various treaties, declaring war and negotiating peace, alliances, etc. Establishing treaties generally requires a high enough level of relations with the other Empire which can be influence by things like previous treaties, Empire picks, events, etc.

## Trade Treaty

 are the easiest treaty to obtain and provide  to both Empires after an initial few turns of negative income to establish trade routes, etc. Their effect may be enhanced with the  and .

## Mining Treaty

 require a higher level of trust and allow Empires to establish  to exploit resources within each other's Borders. Their effect may be enhanced with .

It is generally best to make sure you're exploiting all the , , etc., in your own territory before entering into such an agreement--once you have done so, you lose nothing by entering into the agreement and open up your--friend's--resources to your .

Mining treaties allow empires to purchase strategic resources from each other for a certain  cost per turn.

## Research Treaty

 require an even higher level of trust and provide  to both Empires after an initial few turns of negative income to establish the various committees, lines of communication, etc. Their effect may be enhanced with the  and .

Research treaties also allow trading technologies.

## Alliance

Alliances require the highest level of trust.

Allies can see each other's discovered systems, colonies, fleets, leaders, technologies, etc., and settle planets within each other's borders.

They can coordinate their efforts by requesting each other to make peace or war, break treaties, research specific techs, or provide ships. Neither is required to accept these requests, however--one side can be at peace with an empire the other is at war with, for example.

All members of an alliance win if any member does, though this can be disabled in the settings.

## Surrender Pact

Empires facing inevitable defeat can now offer or agree to sign a surrender pact thus removing the need to completely eliminate them from the game.

As subject empires, they provide their overlord a hefty percentage of their surplus credits, research points, culture, ship support and strategic resources each turn.

Subjects vote for their overlord and contribute to all victory types.
Main Screen

A guide to Interstellar Space: Genesis begins with getting familiar with the main screen which displays and allows control of all the main elements of your empire. More information can be found under Empire Basics, and the central area is covered under the Galactic Map Guide.

## Info Bar

The Info Bar shows basic information about your empire and allows you to adjust the tax rate and distribution. Hovering over any element will display additional information.

**Treasury**

*Main Article:*

Format: Current BC in Treasury [BC per turn].

+/- adjust tax rate--higher rates increase income but lowers  throughout the empire. BC is needed to maintain colony , construct ships, and hire and pay .
**Research**

*Main Article:*

Format: Research per turn [% of income allocated to research].

+/- adjust percent of income diverted to research at a rate of 2  to 1 . This is in addition to research produced by colonies, leaders, etc.

The bar shows the progress towards discovery of the current tech.
**Culture**

*Main Article:*

Format: Culture per turn [% of income allocated to culture].

+/- adjust percent of income diverted to research at a rate of 4  to 1 . This is in addition to culture produced by colonies, leaders, etc.

The bar shows the progress towards the next .
**Ship Support Points**

*Main Article:*

Format: Unused Ship Support Points [Used Support Points].

Each ship requires 1 or more points--going over your maximum results in penalties to income and ship attack and defense. Points are gained from colony , , and
**Strategic Resources**

*Main Article:*

Format: Amount of each resource being produced by the empire.

These resources can be found on  and  and unlock new technologies for research providing empire-wide bonuses scaling with resource amount.

**Freighters**

*Main Articles: Freighters,*

Format: Unused freighters [Used freighters].

Freighters are constructed at colonies and are required to carry asteroid production from  to colonies.

## Special Abilities

Each race has 2 special abilities that can be used once every 40 turns after their initial conditions are met. The number of turns until the ability can be used again is displayed. Hovering will show more details.

## Menus

The icons bring up screens for managing various aspects of the empire which are covered in more detail in the links below.

Remote Exploration
Empire Info
Research
Ship Design
Diplomacy
Leaders
Culture
Game Options

## Overview Panel

At the left of the Strategic Map is the Overview Panel. It has 2 rows of icons that can look at bit intimidating at first but are very useful once you play around with them for a bit. Here you can see the usual list of colonies and fleets--which are definitely the best way to keep track of them--but also lists of all the , , and  you have discovered but not yet settled or exploited, which you can apply filter and sorting criteria to find the best place for your next Colony or  without trying to remember where you found what. Play around with it.

## Overlays

The overlay icons control what is displayed on the Galactic Map and are covered in detail there.
Unique Tech

Nano Swarm : Ship Special System

This system unleashes a nanite swarm upon an
enemy ship within point defense range. The
swarm steals 10—200 damage depending on the
host Ship class (10-20 if FR 15-30 DS 25-50 CR
50-100 as; 100-200 TT) worth of Shields, armor,
and hull points from the enemy ship per turn
while in range. All damage done is automatically
used to repair the systems on the Nano Swarm
owner's ship. Limit of one swarm per ship. The
swarm can be redirected once its target is
destroyed.
Hive Mind

In a hive mind government, a physical or conceptual single entity consisting of all individuals who share their knowledge and opinions with one another forms a collective intelligence.

A hive mind has no morale penalties or bonuses but the slowest assimilation of any form of government. For only 2 picks, it provides a moderate bonus to all research.
Crew Experience

Crew experience is a powerful attribute given to the ship, cumulative with the bonuses of tech and leadership.

It enhances both Ship Attack and and Ship Defense cumulatively with Ship Leader and tech bonuses

Crew Experience is gained a number of ways.

Primarily a ship can gain experience when constructed at a colony that has invested infrastructure in the Ship Engineering special of Ship Support which gives Regular/Experienced/Veteran experience to ships built in that colony.

Any ship gains 1 point of Crew Experience every turn, and another +2 if you have built the Imperial Building: Empirical Space Academy which adds an additional +2 every turn to Crew Experience for a total of +3.

Leaders can also develop the Instructor Secondary skill which will add a fleetwide +1-3, depending on level of skill, per turn.
TestPage

## Getting Started

* Differences from Generic 4X
* Browse the Glossary
* Your First X Turns

### Managing an Empire

* Empire Basics
* Colonies
* Research
* Space Culture
* Leaders

### Exploring a Galaxy

* Scan Levels
* Systems and Planets
* Strategic Resources
* Outposts
* Ruins

### Managing a Fleet

* Ship Support Points
* Ship Movement
* Civilian Ships
* Ship Design

### The Dogs of War

* Diplomacy
* Tactical Combat
* Planetary Combat

## Reference

### Buildings

* Planetary Buildings
* Empire Buildings
* Wonders
* Orbital Modules

### Weapons

* Weapon Mods
* Beam Weapons
* Kinetic Weapons
* Missiles
* Torpedoes

### Ships

* Armor
* Shields
* Special Systems

## Community

* Recent Changes
* Needs More Content
* Discussions
* Blog

## Links

* Official Homepage
* Official Forum
* Official Manual
* Official FAQ