recursal/Fanatic-Fandom huggingface dataset:
Coal

A basic resource

Coal is a basic resource

Coal has many uses including crafting, research and trade.

* Your available Coal, storage capacity, production rate and any bonuses to production, displays after you get some in the game.

### **Access**

Coal appears, after you build a Kiln on **Buildings**.
* You need 2 000 Mineral and 15 Blocks, to build your first Kiln.

 Block | 15

* You can get Coal, with:
	+ some buildings, on **Buildings**;
	+ a Trade mission, at the **Dock**; and
	+ Trains, at **Market**.

### **Storage**

 Your maximum available Coal is limited by storage capacity.
* Storage for Coal is provided, by:
	+ some buildings, on **Buildings**; and
	+ Chests.

 Chest | 0.15

* Other factors increment storage.

### **Production**

* Active Kilns and Quarries, on **Buildings**, produce Coal.

#### **Bonuses to production**

* Other factors increment Coal production.

 Bonuses also affect the quantity of resources brought in by a Cargo train.

### **Uses**

* Coal is used, to:
	+ maintain production of foundrymen, on **Jobs**;
	+ research, on **Technologies**;
	+ craft items and maintain active Workshops, on **Crafting**;
	+ explore, by Light tanks, on **Military**;
	+ construct Fireships and trade, at the **Dock**;
	+ fuel a Cargo train, at **Market**; and
	+ maintain production, on **Facilities**.

### **Other**

* A Cargo train can haul 0.05 Coal per second, before any bonuses.

* You can import Coal, with a Trade mission, from the **Dock**.
Clay

[[Resources#Capped resources| A bulk material]]

Clay is a bulk material

Clay is used in crafting and for research.

* Your available Clay, storage capacity, production rate and any bonuses to production, displays after you build a Bunker and get some.

### **Access**

* Clay appears, after you build a Bunker, to provide storage, and:
	+ find some on Expeditions, after you research Finding;
	+ research Multitasking and have Miners; or
	+ build a Quarry.

 Pickaxe | 750

### **Storage**

 Your maximum available Clay is limited by storage capacity.
* Storage for Clay is provided by Bunkers.

 Bunker | 500

* Other factors increment storage.

### **Production**

* A Quarry and, after you research Multitasking, Miners produce Clay.

#### **Bonuses to production**

* Other factors increment Clay production.

### **Uses**

* Clay can be used to:
	+ research, on **Technologies**;
	+ craft Brick, on **Crafting**; and
	+ maintain production, on **Facilities**.

 consume | Cement kiln | 2 per second

### **Other**

* There is 10% chance to find Clay, on Expeditions, if no enemies appear.
Shipyard (research)

## Shipyard

Research shipyards

Research water-proofed planks

* Shipyard allows you to construct a Shipyard, on **Buildings**.
* The technology has a requirement to access and research.

### **Access**

* Shipyard appears, on **Technologies**, after you build 8 Libraries on **Buildings**.
You can research the technology after you build 8 Libraries.

### **Research**

You can research Shipyard, after you build 8 Libraries. Effects of the technology, appear after you research it.
* You need 25 000 Wood to research Shipyard.

 Wood | 25 000

### **Effect**

Effects of the technology, appear after you research it.
* Allows you to construct a Shipyard, on **Buildings**.
Multitasking

Research miner production

Research the simultaneous production of multiple resources

An economy technology

* Multitasking allows Miners to also extract some Clay.
* Multitasking has a requirement to access and research.

### **Access**

* Multitasking appears, on **Technologies**, after you invest 9 300 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Multitasking, on **Technologies**, after you invest the required Knowledge.
* You need 2 000 Pickaxes and 1 000 Knowledge to research Multitasking.
* Effects of the technology appear after you research it.

 Knowledge | 1 000

### **Effect**

Effects, of the technology, appear after you research it.
* Multitasking allows a Miner to produce 0.05 Clay per second, before any bonuses.
War elephant

An elephant trained for combat

1 Population

20 Morale

War elephants can disobey and not attack

You can recruit, disband and send a War elephant to explore on **Military**.

* A War elephant requires resources to access; recruit; maintain; and explore.
* A War elephant generates Morale and has specifications for combat.

### **Access**

War elephant appears, on **Military**, after you research Elephantry on **Technologies**.
* You can recruit a War elephant, after you research Elephantry.
* Elephantry has a requirement to access and research.

 Knowledge | 800

### **Recruitment**

 You can recruit a War elephant, after you research the required technology.

* You need 1 free Population, 100 Supplies and an Elephant to hire a War elephant.

 Population | 1

Population remains allocated until you fire the War elephant or they are lost in a Fight.

### **Consumption**

* A War elephant consumes Food and Water.

 Water | 2.0 per second

### **Production**

* A War elephant generates 0.02 Morale per second.

 Morale | 0.02 per second

* Other factors increment Morale generation.

### **Specifications**

 A War elephant has values for Attack and Hp, used to determine the outcome of combat.

* There is a 25% chance that all your War elephants disobey and do not attack in a round of a fight.

 Hp | 1 200

* Other factors improve the specifications of a War elephant.

### **Other**

* A War elephant requires Food, Water and Morale to go on Expeditions.

 Morale | 20

* You can disband one War elephant at a time with the 'Fire 1' button, freeing up Population, however the Elephant is not returned.
Bersek

A bersek uses a double-handed sword

1 Population

16 Morale

A Bersek rampages with a double-handed sword

You can recruit, disband and send a Bersek to explore on **Military**.

* A Bersek requires resources to access; recruit; maintain; and explore.
* A Bersek generates Morale and has specifications for combat.

### **Access**

Bersek appears, on **Military**, after you research Rampage on **Technologies**.
* You can recruit a Bersek, after you research Rampage.
* Rampage has a requirement to access and research.

 Knowledge | 800

### **Recruitment**

 You can recruit a Bersek, after you research the required technology.

* You need 1 free Population, a Greatsword and 50 Coin to hire a Bersek.

 Population | 1

Population remains allocated until you fire the Bersek or they are lost in a Fight.

### **Consumption**

* A Bersek consumes Food and Gold.

 Gold | 0.01 per second

### **Production**

* A Bersek generates 0.2 Morale per second.

 Morale | 0.20 per second

* Other factors increment Morale generation.

### **Specifications**

 A Bersek has values for Attack and Hp, used to determine the outcome of combat.

* A Bersek deals double damage in the first round of a fight.

 Hp | 100

* Other factors improve the specifications of a Bersek.

### **Other**

* A Bersek requires Food, Water and Morale to go on Expeditions.

 Morale | 16

* You can disband one Bersek at a time with the 'Fire 1' button, freeing up Population, however the Greatsword is not returned.
Cement

A bulk material

Cement is a bulk material

Cement is used in construction and for production.

* Your available Cement, storage capacity, production rate and any bonuses to production, displays after you get some.

### **Access**

Cement appears after you build a Bunker, to provide storage, and maintain an active Cement kiln.
* You can get Cement from a Cement kiln, on **Facilities**.
* You need Steel and Plate, to build your first Cement kiln.

 Plate | 200

### **Storage**

 Your maximum available Cement is limited by storage capacity.
* Storage for Cement is provided by Bunkers.

 Bunker | 500

* Other factors increment storage.

### **Production**

* An active Cement kiln, on **Facilities**, produces 0.1 Cement per second.

#### **Bonuses to production**

* Other factors increment Cement production.

### **Uses**

 Cement is used to construct and maintain production, on **Facilities**.

 where 'n' is the number of the item
Metalwork

Research alloy plates

1 700 Knowledge

Research metal fabrication

A neutral technology

* Metalwork allows you to craft alloy Plates.
* Metalwork has a requirement to access and research.

### **Access**

* Metalwork appears, on **Technologies**, after you invest 40 000 Knowledge in Science or Economy or Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Metalwork, on **Technologies**, after you invest the required Knowledge.
* You need 750 Iron, 400 Steel and 1 700 Knowledge to research Metalwork.
* Effects of the technology appear after you research it.

 Knowledge | 1 700

### **Effect**

Effects, of the technology, appear after you research it.
* Metalwork allows you to craft Plate on **Crafting**.
Specialization

Divide research into different areas

Research technological disciplines

* Specialization allows you to choose where your research should be headed.
* Specialization has a requirement to access and research.

### **Access**

* Specialization appears, on **Technologies**, after you build 8 Libraries on **Buildings**.
You can research the technology after you access it.

### **Research**

You can research Specialization, after you build 8 Libraries. Effects of the technology, appear after you research it.
* You need 500 Knowledge to research the Specialization technology.

 Knowledge | 500

### **Effect**

Effects of the technology, appear after you research it.
* Gives access to 3 technology branches, on **Technologies**:
	+ Economy  —  a lucrative force, prosperity and wealth await those who seek to harness it.
	+ Science  —  leads humanity forward, its progress can be slow but it never stops evolving.
	+ Military  —  there are times, when only the most powerful get what they want, is that you?
Cargo train

A steam powered freight train

8 Engines

Cargo trains get resources by rail.

You can construct, trade with and salvage a Cargo train at **Market**

* Cargo trains trade Coin for resources.

* Cargo trains have a crew of 3 and consume Coal.

### **Access**

Cargo train appears, at **Market**, after you build your first Train station, on **Buildings**

* You need Wood, Iron and Frame to build your first Train station.

* You can build a Cargo train after you access it.

 Frame | 50

### **Construction**

You can construct a Cargo train. at **Market**, after you build a Train station.

* You can trade with Cargo trains after you construct them.

* You need 3 free Population as crew, Steel, Plates and Engines to construct a Cargo train.

 Engine | 8

 Crew

Population remains allocated until you salvage the Cargo train.

### **Consumption**

Cargo trains consume Coal and also use Coin to trade resources.

 Coal | 0.02 per second

### **Trade**

You can get some resources with a Cargo train, on **Market**.

* Cargo trains exchange 3 Coins per minute for some resources.

 Coin | 0.05 per second

* Bonuses to resource production, also applies to the quantity a cargo train gets for Coin.

### **Salvage**

You can remove one Cargo train at a time with the 'Salvage 1' button

* When you salvage a Cargo train:
	+ Population that was allocated is freed; and
	+ some resources are returned.

The amount of resources returned varies within a range.

 Engine | 1 → 3
Statue

Statues improve morale

Statues promote morale

You can construct a Statue, on **Buildings**.

* A Statue has a requirement to access and requires some resources to construct.
* A Statue provides storage for Morale and increments its production.

### **Access**

Statue appears, on **Buildings**, after you research Bronze on **Technologies**.
* You can build Statues, after you research Bronze.
* Bronze has a requirement to access and research.

 Copper | 40

### **Construction**

You can build a Statue, on **Buildings**, after you research the required technology.
* You need 1 Bronze alloy, to build your first Statue.
* You need 50% more resources, each time you build another one.

 1
 2
 3

### **Storage**

* Each Statue, you build, provides storage for 2 Morale.

 Morale | 2

* Other factors increment storage.

### **Other**

* Each Statue increments Morale generated by 5%.

 Morale

* If you have no Banners, then your available Morale, its storage capacity, production rate and any bonuses to production, displays after you build a Statue and are generating Morale.
Casino (pane)

## Casino

### Category:

Tabs/Panes

Gamble and manage tokens

Play games of chance and manage Tokens at the **Casino**.

### **Access**

**Casino** appears, after you build a Casino on **Buildings**.

* You need Blocks and Gold, to build a Casino.

 Gold | 1

### **Content**

New items appear, at the **Casino**, as your civilisation grows.

* At the **Casino**, you can:
	+ play games of chance to win Gold, Tokens, Locks, Coin and Diamonds; and
	+ redeem Tokens for Relics and Shares.

Game 1Game 2Game 3RelicShares
Gambling

Research casino game 2

Research a new casino game

* Gambling allows you to play a new game at the **Casino**.
* Gambling has a requirement to access and research.

### **Access**

* Gambling appears, on **Technologies**, after you build 7 Libraries on **Buildings**.
You can research the technology after you build 7 Libraries.

### **Research**

You can research Gambling, after you build 7 Libraries. Effects of the technology, appear after you research it.
* You need 50 Coin to research Gambling.

 Coin | 50

### **Effect**

Effects of the technology, appear after you research it.Allows you to play Game 2, at the **Casino**.
Engine

A steam powered engine

100 Plate

A steam powered engine

Engines are used for construction and research.

* Your available Engine is listed in an inventory, after you get some.

### **Access**

Engine appears, on **Crafting**, after you research Steam engine on **Technologies**.
* You can craft an Engine, after you research Steam engine.
* Steam engine has a requirement to access and research.

 Knowledge | 1 800

### **Craft**

You can craft an Engine, on **Crafting**, after you research the required technology.
* You need 400 Steel, 200 Bronze and 100 Plate, to craft an Engine.

 Steel | 400
 Plate | 100

* You can increase the number of Engines crafted, for the base cost, with increases to Craft efficiency.
* You can craft multiple amounts at a time, with Workbenches and Factories.
* After you research Logistics, you can craft Engines directly from the inventory.

### **Uses**

* Engines are used, by:
	+ Light tanks, on **Military**;
	+ Cargo trains, at **Market**; and
	+ Workshops, on **Crafting**.

### **Other**

* A variable amount of Engine is returned when you salvage a Cargo train, at **Market**.
Geology

Study minerals

Research in minerals, rocks and ores

A science technology

* Geology gives a bonus to Mineral production.
* Geology has a requirement to access and research.

### **Access**

* Geology appears, on **Technologies**, after you invest 100 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Geology, on **Technologies**, after you invest the required Knowledge.
* You need 28 000 Mineral and 50 Knowledge to research Geology.
* Effects of the technology appear after you research it.

 Knowledge | 50

### **Effect**

Effects, of the technology, appear after you research it.
* Geology gives a 20% bonus, to:
	+ Mineral production; and
	+ quantity of Mineral got by a Cargo train.

 Mineral | 20%
Casino game 2

## Game 2

Win tokens

Win tokens

Gamble with coin to win Tokens, Locks and Diamonds, on game 2 at the **Casino**.

### **Access**

Game 2 appears, at the **Casino**, after you research Gambling on **Technologies**.

* You can play game 2, after you research Gambling.

* Gambling has a requirement to access and research.

 Gambling | build 7 Libraries | Coin | 50

### **Play**

   Click "Play" to pay 5 coins (or after you Research risk, 50 for a Play x10; or 500 for a Play x100) and get started.
* A 9x9 grid of boxes will appear.

* You have 5 boxes you can open to try and earn as many tokens as possible.

* Additionally, some boxes contain bonus box-picking-chances, items, or can reveal additional boxes.

### **Win**

You will receive as many tokens and locks as you found during your game. If you were able to open all 81 boxes in a single game, you will earn one diamond (only one diamond is earned on Play x10 and Play x100 games, as well).
Wrapping

Research storage methods

Research improvements to storage

* Wrapping increases storage by 10%.
* Wrapping has a requirement to access and research.

### **Access**

* Wrapping appears, on **Technologies**, after you build 7 Libraries on **Buildings**.
You can research the technology, after you build 7 Libraries.

### **Research**

You can research Wrapping, after you build 7 Libraries. Effects of the technology, appear after you research it.
* You need 50 Wood and 50 Mineral, to research Wrapping.

 Mineral | 50

### **Effect**

Effects of the technology, appear after you research it.
* Wrapping gives a 10% bonus to storage for resources.

 Storage
Quenching

Research metals

12 000 Knowledge in Science

1 200 Knowledge

Research effects of the immersion of heated metal in water

A semi-neutral technology

* Quenching increases Iron and Steel production.
* Quenching has a requirement to access and research.

### **Access**

* Quenching appears, on **Technologies**, after you invest 12 000 Knowledge in Science or Military.
You can research the technology, after you invest the required Knowledge.

12 000 Knowledge in Military.

### **Research**

You can research Quenching, on **Technologies**, after you invest the required Knowledge.
* You need 500 Iron, 250 Steel and 1 200 Knowledge to research Quenching.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Quenching gives a 25% bonus to the production of Steel and Iron.
* Quenching gives a 25% bonus to the quantity of Iron and Steel got by a Cargo train.

 Steel | 25%
Trade outpost

An outpost in conquered territory

An outpost in conquered territory

You can construct a Trade outpost, on **Buildings**.

* A Trade outpost has a requirement to access and requires some resources and Territory to construct.
* A Trade outpost produces Gold; grants a Title; and accommodates Population.

### **Access**

Trade outpost appears, on **Buildings**, after you research Internationalization on **Technologies**.
* You can build Trade outposts after you research Internationalization.
* Internationalization has a requirement to access and research.

 Knowledge | 800

### **Construction**

You can build a Trade outpost, on **Buildings**, after you research the required technology.
* You need 10 Frame, 300 Coin and Territory, to build your first Trade outpost.
* You need 30% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

* Each Trade, Scientific and Military outpost requires Territory.
	+ Your first outpost requires 400 Territory.
	+ You need 20% more Territory, each time you build any outpost.

 1
 2
 3

### **Production**

* A Trade outpost produces 0.01 Gold per second.

 Gold | 0.01 per second

* Other factors increment Gold production

### **Other**

* Each Trade outpost, you build, increases your Population by 10.

* Each Trade outpost grants one Title.

 Titles | 1
Bronze (research)

## Bronze

Research bronze

Research metal alloys

* Allows you to craft Bronze and a Foundry to smelt a bit of Tin.
* The technology has a requirement to access and research.

### **Access**

* Bronze appears, on **Technologies**, after you build 5 Libraries, on **Buildings**.
You can research the technology, after you build 5 Libraries.

### **Research**

You can research Bronze, after you build 5 Libraries. Effects of the technology, appear after you research it.
* You need 40 Iron and 40 Copper, to research Bronze.

 Copper | 40

### **Effect**

Effects of the technology, appear after you research it.
* Allows a Foundry to produce Tin.

* Allows you to craft Bronze, on **Crafting**.

* Allows you to construct a Statue, on **Buildings**.
Shipyard

Shipyards produce planks

Shipyards provide planks

You can construct and toggle a Shipyard, on **Buildings**.

* A Shipyard has a requirement to access and requires some resources to construct.
* Active Shipyards consume Wood, to produce Planks.

### **Access**

Shipyard appears, on **Buildings**, after you research Shipyard on **Technologies**.
* You can build Shipyards after you research the technology.
* The technology has a requirement to access and research.

 Shipyard | build 8 Libraries | Wood | 25 000

### **Construction**

You can build a Shipyard, on **Buildings**, after you research the required technology.
* You need 20 000 Wood and 50 Structure, to build your first Shipyard.
* You need 40% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

### **Consumption**

* Active Shipyards consume 40 Wood per second.

 You can toggle Shipyards, to be active or to stop consumption, with the 'Toggle' button. Shipyards will stop production, if you do not have resources to maintain them.

 Wood | 40 per second

### **Production**

* Active Shipyards produce 0.05 Planks per second.

 You can toggle Shipyards, to be active or to stop production, with the 'Toggle' button. Shipyards will stop production, if you do not have resources to maintain them.

 Plank | 0.05 per second

* Other factors increment production.

### **Other**

* Your available Plank is listed on your inventory, after you build your first Shipyard.
Warmuk

A leader of people

2 Morale storage

If you run away, you will die

You can grant Titles to Warmuk, on **Leaders**, after you build a Castle.

* Each title granted to Warmuk, increases the benefits of their influence,

### **Access**

Warmuk appears on **Leaders**, after you build your first Castle on **Buildings**
* You need 5 Gold and 50 Blocks, to build your first Castle.

 Block | 50

### **Bonus**

 Each Title granted to Warmuk, increases their level.

* Warmuk provides a bonus per level.

 Morale storage | 2

No bonus is provided at level 0.

### **Other**

* Warmuk provides 1 legacy, before any bonuses, if you explore a new continent.
Barracks

Military barracks

Barracks house your military

You can construct and toggle a Barracks, on **Facilities**.

* A Barracks has a requirement to access and requires some resources to construct.
* Barracks increase Population and when active require Morale and Energy, to produce Plans.

### **Access**

Barracks appears, on **Facilities**, after you research Militarization on **Technologies**.
* You can build a Barracks, after you research Militarization.
* Militarization has a requirement to access and research.

 Book | 30

### **Construction**

You can build a Barracks, on **Facilities**, after you  research the required technology.

* You need 20 000 Concrete, to build your first Barracks.
* You need 20% more resources, each time you build another one.

 1
 2
 3

### **Consumption**

* Active Barracks consume Morale and Energy.

 You can toggle Barracks, to be active or to stop consumption, with the 'Toggle' button. Barracks toggle off and stop production, if you do not have resources to maintain them.

 Energy | 800 KW per hour

### **Production**

* Active Barracks produce strategic Plans.

 You can toggle Barracks, to be active or to stop production, with the 'Toggle' button. Active Barracks stop production, if you do not have resources to maintain production.

 Plans | 0.1 per second

* Other factors increment Plan production.

### **Other**

* Each Barracks provides 5 Population.

 Population | 5
Copper mastery

Expertise in copper

Expertise in copper production

An economic mastery.

* Copper mastery increments Copper production.

### **Access**

Copper mastery appears, on **Technologies**, after you invest the required Knowledge in Economy.
* Masteries have infinite levels
* The Knowledge required to access masteries, increases each level.
You can research a Copper mastery, after you invest the required Knowledge.

 2
 3
 ...

### **Research**

You can research masteries, after you invest the required Knowledge.
* You need Books to research masteries, the Books required increase each level.
You gain the bonus after you research a Copper mastery.

 2
 3
 ...

### **Effect**

Copper masteries give a bonus to Copper production.You get the bonus after you research the Copper mastery.
The bonus provided increases with levels.

 1
 2
 3
 ...

The bonus also affects quantity of Copper got with Trains.
Expansion

Research territorial expansion

Research territorial growth

A neutral technology

* Expansion allows the conquest of new Territory by fleet fights.
* Expansion has a requirement to access and research.

### **Access**

* Expansion appears, on **Technologies**, after you invest 6 000 Knowledge in Science or Economy or Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Expansion, on **Technologies**, after you invest the required Knowledge.
* You need 200 Supplies and 2 000 Planks to research Expansion.
* Effects of the technology appear after you research it.

 Plank | 500

### **Effect**

Effects, of the technology, appear after you research it.
* Expansion allows you to go an Expansion mission, at the **Dock**.
* Expansion displays available Territory for outposts in your lands.
Coin heirloom

A rare object

A Coin heirloom is a rare object.

You can pick, store, sell and upgrade a Coin heirloom on **Heirlooms**.

* A Coin heirloom gives a bonus, to Gold, when picked as your Empire heirloom.
* You can get a Coin heirloom from Expeditions or Trade missions.
* The Value, Rarity and bonus, depend on the name of the heirloom and any upgrades.

### **Access**

You can get a Coin heirloom from Expeditions or Trade missions
* You can get a Coin heirloom, from:
	+ expeditions after you research Exploration; and
	+ Trade missions after you research Trade.

 Coin | 50

### **Specifications**

A Coin heirloom has specifications for Value, Rarity and bonus.

* You can sell a heirloom for its Value in Shards
* Rarity determines the chance to get a heirloom and its colour.

 Rarity
 Bonus | 5%

* Modifiers to the name of the heirloom amend specifications.
* Upgrades improve the Value and bonus of the heirloom.

### **Effect**

You must pick a Coin heirloom, to be your Empire heirloom, to gain its effect.
* A Coin heirloom increments gold production by 5%

When stored, the heirloom does not provide a bonus.

### **Other**

* The chance to get a Coin heirloom is:
	+ 1 in 500 after a Trade mission;
	+ 1 in 1 000 if you encounter and defeat enemies, on military Expeditions; and
	+ 1 in 10 000 as an expedition find.

* You take heirlooms to your new lands if you explore a new continent.

**This is a disambiguation notice for Coin heirloom**

The following is a list of links to articles that share the same title. Please follow one of the links below or use Search, to find what you were looking for.

Coin – item
Depot

A legacy bonus

A bonus provided by your legacy

Depot is available on **Legacy**.

* Each level of Depot increments storage for resources.
* Depot requires Legacy points to increase levels.

### **Access**

Depot appears, on **Legacy**, after the first time you explore a new continent from the **Dock**.

### **Increase**

 You can increase the level and effect of Depot with your Legacy.

* The cost of the first level depends on how many other legacy bonuses have been levelled up.
* The cost of other levels, increases by 5% each level, and assumes level 1 only cost 1 Legacy point.

 1
 3

### **Effect**

* Each level of Depot increments storage capacity by 5%.

 Storage

No bonus is provided at level 0.

### **Other**

* Increases to levels of Depot are permanent and remain if you explore a new continent again.
Market (pane)

## Market

Use funds to gain resources

Spend coin for resources

You can get some resources and increase production, at the **Market**.

* You can, use:
	+ Coins to get some resources.
	+ Diamonds to boost production.

* You need 500 Wood and 1 Coin to build your first Market.

 Coin | 1

* At the **Market**, you can:
	+ buy some resources;
	+ deal with a Merchant;
	+ use Trains to get resources; and
	+ Boost production.

Market tradeMerchantTrainsBoost

## Market trade

Buy basic resources

Spend coins to buy resources

You can buy some resources, at **Market**:

* You can buy:
	+ resources for 1 Coin at a time; or
	+ the maximum amount, your available Coin and storage permits.

 Sand | 20

* The amount you get, with bonuses, for 1 Coin is displayed.

#### **Available bonuses**

* Bonuses to Market trade ratios increase the amount of resources you get per Coin, with Market trade, at the ****Market****.

## Merchant

### Category:

Market

Invite visiting merchants to offer you deals

You can buy resources of a Merchant, at the ****Market****.

* A new merchant arrives with an offer every 10 minutes.

* You can buy resources from the merchant with Coin.

### **Access**

A Merchant appears at the **Market**, after you research Deals on **Technologies**.

* Deals has a requirement to access and research.

 Knowledge | 1 200

### **Merchant deals**

A new merchant arrives, at the ****Market****, every 10 minutes, after you reaearch Deals

* The merchant will offer to sell you a resource for Coin.
* The merchant only offers certain resources.

* The offers vary:
	+ The resource offered is random.
	+ The cost varies in a range that depends on the resource.
	+ The amount offered varies in a range that depends on the resource and your maximum Gold storage.

*(add screencap)*
* You can can accept the merchant's offer with the 'Deal' button.
* A countdown timer indicates when a new merchant arrives

## Trains

### Category:

Market

Commission trains to constantly spend coins to generate a certain resource

Your total trains and maximum allowed in game, displays on **Market**, after you build a Train station.

### **Access**

Trains appear on **Market**, after you build a Train station.
* You need Wood, Iron and Frame to build your first Train station on **Buildings**.

 Frame | 50

### **Usage**

Resources you can get
*(table, write some stuff here)*

#### **How to trade**

Get resources by trains
*(write some stuff here, bp list)*

## Boost

### Category:

Market

Use diamonds to boost production

*(write some stuff here)*

### **Access**

* Boost appears at the **Market**, after you get your first Diamond, from:
	+ games on **Casino**; and
	+ an expedition with **Military**.

### **Cost**

 20
 100

### **Effect**

You can double your current production output by spending diamonds. This is calculated after all other production bonuses are calculated. For example, if you currently produce 20 wood per second, the diamond bonus would provide you 40 wood per second for the duration of the bonus.
Sea captain

Research a new leader

10 000 Knowledge in Economy

1 200 Knowledge

Research naval command

A semi-neutral technology

* Sea captain gives a new leader.
* Sea captain has a requirement to access and research.

### **Access**

* Sea captain appears, on **Technologies**, after you invest 10 000 Knowledge in Economy or Military.
You can research the technology, after you invest the required Knowledge.

10 000 Knowledge in Military.

### **Research**

You can research Sea captain, on **Technologies**, after you invest the required Knowledge.
* You need 3 000 Planks, 800 Coins and 1 200 Knowledge to research Sea captain.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Sea Captain gives access to Foehn, on **Leaders**.
Castle

Castles come with titles

Castles let leaders rule the realm

You can construct a Castle, on **Buildings**.

* A Castle has a requirement to access and requires some resources to construct.
* A Castle gives access to leaders and Titles.

### **Access**

Castle appears, on **Buildings**, after you research Leadership on **Technologies**.
* You can build Castles, after you research Leadership.
* Leadership has a requirement to access and research.

 Leadership | build 7Libraries | Coin | 25

### **Construction**

You can build a Castle, on **Buildings**, after you research the required technology.
* You need 50 Blocks and 5 Gold, to build your first Castle.
* You need 60% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

### **Other**

* The first Castle, you build, gives access to **Leaders**.

* Your available Titles displays, after you build your first Castle.

* Each Castle grants one Title.

 Titles | 1
Learning

A legacy bonus

A bonus provided by your legacy

Learning is available on **Legacy**.

* Each level of Learning increments Knowledge production.
* Learning requires Legacy points to increase levels.

### **Access**

Learning appears, on **Legacy**, after the first time you explore a new continent from the **Dock**.

### **Increase**

 You can increase the level and effect of Learning with your Legacy.

* The cost of the first level depends on how many other legacy bonuses have been levelled up.
* The cost of other levels, increases by 5% each level, and assumes level 1 only cost 1 Legacy point.

 1
 3

### **Effect**

* Each level of Learning increments Knowledge production by 5%.

 Knowledge | +5%

No bonus is provided at level 0.

### **Other**

* Increases to levels of Learning are permanent and remain if you explore a new continent again.
Smelter

Smelters extract metals from ores

Smelters extract metals from ores

You can hire and fire a Smelter, on **Jobs**.

* Smelters consume Food and Mineral to produce Copper and Gold.
* A Smelter has a requirement to access, hire and maintain.

 Food | 15

* You need 1 free Population and 50 Food to hire a Smelter.

 Population | 1

You can fire one Smelter at a time, with the 'Fire 1' button. Population remains allocated until you fire the Smelter.

### **Consumption**

* Smelters consume Food and Mineral.

 Smelters stop production, if you do not have resources to maintain them.

 Mineral | 0.20 per second

### **Production**

* Smelters produce Copper and, after researching Metallurgy, also produce Gold.

 Smelters stop production, if you do not have resources to maintain them.

 Gold | 0.001 per second

* Other factors increment Copper production and increment Gold production.

### **Other**

* Your available Copper, storage capacity, production rate and any bonuses to production, displays after you hire your first Smelter.

* Your available Gold, storage capacity, production rate and any bonuses to production, displays if you have a Smelter and have researched Metallurgy.

### **Trivia**

Smelters have one of the hardest jobs, extracting metals from ores by a process of heating and melting. They consider themselves skilled technicians and look down upon foundrymen, who they deem to be mere factory workers. Smelters are skilled in extracting copper and can even extract gold, but not enough to be as rich as an adventure capitalist.
Hula Hoop

**Hula Hoop**by Brenmar ft. UNiiQU3 is a song featured in Rhythm Rascals, an episode of Love Live! Sing-Along.

## Lyrics

**Honoka (Muse):**

Now, I want you to swing them hips like

(Like a HULA HOOP)

Let's go!

**Nico & Umi:**

Let's go!

Let's go!

Let's go!

Bring it back around now

**Muse:**

HULA HOOP

**Honoka:**

Let's go!

swing them hips

Round and round

Swing them hips

Up and down

**Kotori:**

Swing them hips

Round and round

Round and round

Let's go!

Let's go!

**Eli:**

Ah, to the left

Ah, to the right

**Umi:**

Ah, to the left

Ah, to the right

**Honoka:**

Up, up, up and down

Up, up, up and down

Round and round, oh!

**Muse:**

Oh, oh, oh, bring it back, bring, bring it back

Oh, oh, oh, bring it back, bring, bring it back

Oh, oh, oh, bring it back, bring, bring it back

Oh, oh, oh, bring it back, bring, bring it back

Now I want you to swing them hips like

Like a HULA HOOP

Let's go!

**Rin & Nozomi:**

Let's go!

Let's go!

Let's go!

Bring it back around now

**Muse:**

HULA HOOP

**Honoka:**

Let's go!

Swing them hips

Round and round

Swing them hips

Up and down

**Hanayo:**

Swing them hips

Round and round

Round and round

Let's go!

Let's go!

**Muse:**

Ah, to the left

Ah, to the right

Ah, to the left

Ah, to the right

Up, up, up and down

Up, up, up and down

Round and round

Oh!
Galleon (research)

## Galleon

Research galleons

800 Knowledge

800 Knowledge

Research a large sailing ship

An economy technology

* Galleon allows you to construct a Galleon, at the **Dock**.
* Galleon has a requirement to access and research.

### **Access**

* Galleon appears, on **Technologies**, after you invest 2 500 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Galleon, on **Technologies**, after you invest the required Knowledge.
* You need 40 000 Wood, 1 000 Plank and 800 Knowledge to research Galleon.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* The technology allows you to construct a Galleon, at the **Dock**.

**This is a disambiguation notice for Galleon (research)**

The following is a list of links to articles that share the same title. Please follow one of the links below or use Search, to find what you were looking for.

Galleon – ship
Blast furnace

Blast furnaces require foundrymen for production

Blast furnaces provide work for foundrymen

You can construct and toggle a Blast furnace, on **Buildings**.

* A Blast furnace has a requirement to access and requires some resources to construct.
* Active Blast furnaces consume Mineral, to produce Iron by Foundrymen.

### **Access**

Blast furnace appears, on **Buildings**, after you research Cast iron on **Technologies**.
* You can build Blast furnaces after you research Cast iron.
* Cast iron has a requirement to access and research.

 Knowledge | 1 200

### **Construction**

You can build a Blast furnace, on **Buildings**, after you research the required technology.
* You need 25 Bricks, to build your first Blast furnace.
* You need 40% more resources, each time you build another one.

 1
 2
 3
 ...

### **Consumption**

* Active Blast furnaces consume 0.25 Mineral, for each Foundryman, per second.

 You can toggle Blast furnaces, to be active or to stop consumption, with the 'Toggle' button. Active Blast furnaces stop production, if you do not have resources to maintain them.

 Mineral perFoundryman | 0.25 per second

### **Production**

* Active Blast furnaces produce 0.01 Iron, by each Foundryman, per second.

 You can toggle Blast furnaces, to be active or to stop production, with the 'Toggle' button. Active Blast furnaces stop production, if you do not have resources to maintain them.

 Iron perFoundryman | 0.01 per second

* Other factors increment Iron production
Cement kiln

Cement kilns produce cement

Cement kilns produce cement

You can construct and toggle a Cement kiln, on **Facilities**.

* A Cement kiln has a requirement to access and requires some resources to construct.
* Active Cement kilns consume Mineral, Clay and Energy to produce Cement.

### **Access**

Cement kiln appears, on **Facilities**, after you research Pyroprocessing on **Technologies**.
* You can construct a Cement kiln, after you research Pyroprocessing.
* Pyroprocessing has a requirement to access and research.

 **1**requires investment in all 3 branches; v0.9.3 beta

### **Construction**

You can build a Cement kiln, on **Facilities**, after you research the required technology.

* You need 600 Steel and 200 Plates, to build your first Cement kiln.
* You need 30% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

### **Consumption**

* Active Cement kilns consume Energy, Mineral and Clay.

 You can toggle Cement kilns, to be active or to stop consumption, with the 'Toggle' button. Active Cement kilns toggle off and stop production, if you do not have resources to maintain them.

 Energy | 300 KW per hour

### **Production**

* Active Cement kilns produce 0.1 Cement per second.

 You can toggle Cement kilns, to be active or to stop production, with the 'Toggle' button. Active Cement kilns stop production, if you do not have resources to maintain them.

* Other factors increment Cement production
Structure

Reinforced construction material

Reinforced structure for big buildings.

Structure is used for construction, crafting and research.

* Your available Structure is listed, in an inventory, after you get some.

### **Access**

Structure appears, on **Crafting**, after you research Centralisation on **Technologies**.
* You can craft Structure, after you research Centralisation.
* Centralisation has a requirement to access and research.

 Gold | 10

* You can also:
	+ automate Structure production, with Carpentries on **Buildings**;
	+ get some from the Merchant, at **Market**;
	+ salvage Structure from ships at the **Dock**.

### **Craft**

You can craft Structure on **Crafting**, after you research the required technology.
* You need 1 000 Wood and 50 Iron, to craft Structure.

 Iron | 20

* You can increase the amount of Structure crafted, for the base cost, with increases to Craft efficiency.
* You can craft multiple amounts at a time, with Workbenches and Factories.
* After you research Logistics, you can craft Structure directly from the inventory.

### **Production**

* Active Carpentries, on **Buildings**, produce 0.005 Structure per second.

* Other factors increment production.

### **Uses**

* Structure is used to:
	+ craft, on **Crafting**;
	+ construct, on **Buildings**;
	+ construct ships, at the **Dock**; and
	+ research on **Technologies**.

### **Other**

* There is a chance the Merchant, will offer you some Structure.

* A variable amount of Structure is returned from some ships, if they are salvaged or destroyed in combat.

 Galleon | 50 → 100
Relic

An interesting relic

An odd Relic

You can get a Relic at the **Casino**

* You can exchange Tokens, at the **Casino**, for a Relic that increments Global production.

* A Relic has a requirement to access and obtain.

### **Access**

Relic appears, on **Casino**, after you research Redeem on **Technologies**.

* You can get a Relic, after you research Redeem.

* Redeem has a requirement to access and research.

 Redeem | build 7Libraries | Token | 50

### **Cost**

You can get a Relic, at the **Casino**, after you research Redeem.

* You need 20 Tokens for your first Relic.

* You need 20% more Tokens, each time you get another.

 1
 2
 3

### **Effect**

Each Relic adds 1% to Global production.

 Global production | +1%

**This is a disambiguation notice for Relic**

The following is a list of links to articles that share the same title. Please follow one of the links below or use Search, to find what you were looking for.

Relic – heirloom
Casino (building)

## Casino

Casinos provide gold

Casinos allow betting

You can construct a Casino, on **Buildings**.

* A Casino has a requirement to access and requires some resources to construct.
* A Casino provides storage and production for Gold; and gives access to gambling at the **Casino**.

### **Access**

Casino appears, on **Buildings**, after you research Currency on **Technologies**.
* You can build Casinos, after you research Currency.
* Currency has a requirement to access and research.

 Currency | build 4 Libraries | Gold | 2

### **Construction**

You can build a Casino (building), on **Buildings**, after you research the required technology.
* You need 3 Blocks and 1 Gold to build your first Casino.
* You need 60% more resources each time you build another one.

 1
 2
 3
 **...** | ...

### **Production**

* A Casino produces 0.004 Gold per second

 Gold | 0.004 per second

* Other factors increment Gold production

### **Storage**

* Each Casino, you build, provides storage for 1 Gold.

 Gold | 1

* Other factors increment storage.

### **Other**

* Your first Casino gives access, to:
	+ **Casino**; and
	+ Game 1, at the **Casino**.

* Each Casino increases the maximum bet allowed on Casino game 1 by 0.5 Gold.

 maximum bet
Open mining

Research quarries

1 200 Knowledge

Research on surface excavation

A science technology

* Open mining allows you to build a Quarry, to extract Clay from the ground.
* Open mining has a requirement to access and research.

### **Access**

* Open mining appears, on **Technologies**, after you invest 8 900 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Open mining, on **Technologies**, after you invest the required Knowledge.
* You need 80 000 Mineral, 3 000 Pickaxes and 1 200 Knowledge to research Open mining.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Open mining allows you to build a Quarry, on **Buildings**.
Block

Blocks are a compact construction material

Compact building material

Blocks are used for construction, crafting and research.

* Your available Block is listed, in an inventory, after you get some.

* You can craft Blocks, and find some on expeditions, after you research Storage management.
* Storage management has a requirement to access and research.

 Iron | 15

* You can also:
	+ automate Block production, with a Blockyard; and
	+ buy some Block from the Merchant, at **Market**.

### **Craft**

You can craft Blocks, on **Crafting**, after you research the required technology.
* You need 100 Wood and 200 Mineral to craft Block.

 Mineral | 200

* You can increase the number of Blocks crafted, for the base cost, with increases to Craft efficiency.
* You can craft multiple amounts at a time, with Workbenches and Factories.
* After you research Logistics, you can craft Blocks directly from the inventory.

### **Production**

* Active Blockyards, on **Buildings**, produce 0.04 Blocks per second.

* Other factors increment production.

### **Uses**

* Blocks are used, to:
	+ craft Frames, on **Crafting**;
	+ research, on **Technologies**; and
	+ construct, on **Buildings**.

### **Other**

* There is 5% chance to find Blocks, on expeditions, after you research Storage management and no enemies appear.

* There is a chance the Merchant will offer you Blocks.
Windward

Research a sailing ship

1 500 Knowledge

Research a faster and more agile sailing vessel.

A science technology

* Windward allows you to build Caravels.
* Windward has a requirement to access and research.

### **Access**

* Windward appears, on **Technologies**, after you invest 25 000 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Windward, on **Technologies**, after you invest the required Knowledge.
* You need 200 000 Wood, 10 000 Planks and 1 500 Knowledge to research Windward.
* Effects of the technology appear after you research it.

 Knowledge | 1 500

### **Effect**

Effects, of the technology, appear after you research it.
* Windward allows you to construct a Caravel, at the **Dock**.
Carrying

Research improved hauling

1 500 Knowledge

Research the transportation of materials

A military technology

* Carrying increases the amount of resources you find on expeditions by 50%.
* Carrying has a requirement to access and research.

### **Access**

* Carrying appears, on **Technologies**, after you invest 25 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Carrying, on **Technologies**, after you invest the required Knowledge.
* You need 100 Horses, 120 Morale and 1 500 Knowledge to research Carrying.
* Effects of the technology appear after you research it.

 Knowledge | 1 500

### **Effect**

Effects, of the technology, appear after you research it.
* Carrying allows you to find 50% more resources, on Expeditions, if no enemies appear.