recursal/Fanatic-Fandom huggingface dataset:
Architecture

Research frames

4 500 Knowledge in Economy

or

5 000 Knowledge in Military

150 Steel

1 000 Knowledge

Research building design and construction

A neutral technology

* Architecture allows you to craft Frames, a complex building material.
* Architecture has a requirement to access and research.

### **Access**

* Architecture appears, on **Technologies**, after you invest 4 000 Knowledge in Science; or 4 500 Knowledge in Economy; or 5 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Architecture, on **Technologies**, after you invest the required Knowledge.
* You need 1 500 Blocks, 500 Structure, 150 Steel and 1 000 Knowledge to research Architecture.
* Effects of the technology appear after you research it.

 Knowledge | 1 000

### **Effect**

Effects, of the technology, appear after you research it.
* Architecture allows you to craft Frames, on **Crafting**.
Commerce

Research marketers

Research transactions of goods

An economy technology

* Commerce allows you to employ Marketers.
* Commerce has a requirement to access and research.

### **Access**

* Commerce appears, on **Technologies**, after you invest 11 500 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Commerce, on **Technologies**, after you invest the required Knowledge.
* You need 2 000 Coin and 1 200 Knowledge to research Commerce.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Commerce you to hire a Marketer, on **Jobs**.
The Missing Light Wikia

Welcome to The Missing Light Wiki.
This wiki is all about the animated YouTube series "The Missing Light."

## About The Missing Light

The Missing Light follows a group of young wolves working through a world filled with many evils and obstacles to find the place they belong.

Here you can learn all about the ins and outs of all the characters, both in show and out.
Be warned, spoilers ahead!

==Latest activity==
Greatsword

A fine crafted steel sword

This double-handed sword is a marvel of smithing

Greatswords are used by Berseks.

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

### **Access**

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

 Knowledge | 800

### **Craft**

You can craft a Greatsword, on **Crafting**, after you research the required technology.
* You need 100 Steel to craft a Greatsword.

 Steel | 100

* You can increase the number of Greatswords, 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 Greatswords directly from the inventory.

### **Uses**

* A Greatsword is needed to recruit a Bersek on **Military**.
Galleon

A large sailing ship

A mega-ship that can carry loads of resources

You can construct, salvage and send Galleons on missions at the **Dock**.

* A Galleon has a requirement to access and requires an empty Docks to moor at.
* You can send Galleons on Trade missions and Expansion missions.
* A Galleon needs Sailors as crew and Supplies for Trade missions.

### **Access**

Galleon appears at the **Dock**, after you research Galleon on **Technologies**.
* You can construct Galleons, after you research the technology.
* The technology has a requirement to access and research.

 Knowledge | 800

### **Construction**

You can construct Galleons, after you research the required technology.

* You need an empty Docks and some resources to construct a Galleon.

 empty Docks | 1

### **Specifications**

* Galleons have specifications for ship Power, ship Structure and Cargo capacity.

 Cargo | 25 000

* Other factors improve the specifications of a Galleon.

### **Salvage**

 You can remove a Galleon, with the 'Salvage 1' button, returning some resources and freeing up Docks.

* You get back some resources when you salvage a Galleon or it is destroyed on an Expansion mission.
* The amount of resources returned varies in a range.

 Wood | 20 000 → 40 000
 Plank | 300 → 600
 Structure | 50 → 100

### **Other**

* A Galleon needs 5 Sailors as crew for missions. A Galleon does not require crew for construction or when moored at Docks.

* A Galleon requires 10 barrels of Supplies for a Trade mission.

**This is a disambiguation notice for Galleon**

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 – technology
Galley

A sailing ship

A ship to sail the seas

You can construct, salvage and send Galleys on missions at the **Dock**.

* A Galley has a requirement to access and requires an empty Docks to moor at.
* You can send Galleys on Trade missions and Expansion missions.
* A Galley needs Sailors as crew and Supplies for Trade missions.

 Iron | 50

* You need an empty Docks and some resources to construct a Galley.

 empty Docks | 1

### **Specifications**

* Galleys have specifications for ship Power, ship Structure and Cargo capacity.

 Cargo | 5 000

* Other factors improve the specifications of a Galley.

### **Salvage**

 You can remove a Galley, with the 'Salvage 1' button, returning some resources and freeing up Docks.

* You get back some resources when you salvage a Galley or it is destroyed on an Expansion mission.
* The amount of resources returned varies in a range.

 Wood | 1 000 → 6 000
 Plank | 10 → 20
 Structure | 5 → 10

### **Other**

* A Galley needs 2 Sailors as crew for missions. A Galley does not require crew for construction or when moored at Docks.

* A Galley requires 1 barrel of Supplies for a Trade mission.
Confessionals

**Confessionals** occur during a scene in every episode. A character says how he, she or they feel during or after a or scene. There isn't a special or specific room for a confessional, but they normally take place in the playground. The characters of Little Lunch give confessionals most of the time.
Essie

*'*

*''I can't leave him... I won't leave him.'' Essie to Fizz (Episode 11, 5:30)*

**Essie** is a cream-colored fermale wolf with red-orange eyes and orange markings. She has one folded ear and a white chin.

## History

Essie was togetter with Twitch chosen to go to the kingdom and save Artemis, Nuka and Kayden. The plan was that they must become friends with them, but Essie took the task too seriously and hugged everyone.

When the fight against Queen Eyagra was going to start, Essie was sent away by Twitch to take Artemis back to the castle. Essie didn't like her task, because she wanted to fight. But she still went. She got Twitch so far that he promised that nothing would happen to him.

When they arrived, Essie immediately returned to the Rebellion camp to help the rebels.

When she arrived at the Rebellion camp, the battle already finished. She found Twitch, deadly wounded, and short after he told Essie that she must save Artemis and the Rebellion Leader, he died.

Three days later, Twitch was buried, and Essie was still standing by his grave. Fizz said that she must let it go, but Essie didn't want to leave him.

Essie became the new Rebellion Leader and is very provident to Nuka, who lost her memory.

## Personality

Essie is not so serious at the beginning of the series. But that changed later, after Twitch died.She took over leadership after the former Rebellion Leader was captured by Queen Eyagra.

## Relationships

Twitch

Essie and Twitch were best and loved eachother. Until Twitch died.

Artemis

Nuka

Kayden

Rebellion Leader
Queen Eyagra

Age
 Status
 Weight

**Queen Eyagra** is a gray she-wolf with purple and pale gray markings, bright magenta eyes, and only one ear. She is the daughter of Emperor Injivoh and Empress Maeja.

## Personality

In present day, Eyagra is seen as very cruel, harsh, short tempered. As the series progresses, her sanity begins to faulter and she begins showing signs of insanity. Previously, Eyagra was known to be rather shy, quiet and reserved. In the PMV it is shown Calais killed Demi ( Blythe's Mother ) . Throughout the PMV Eyagra grows more insane due to memories of Demi's death .
FAQs

Frequently asked questions

Frequently asked questions

Look for answers to questions.

#### **What happened to the Nickel?**

* Got the technology and producing Nickel, or found some on an expedition, and it's not showing up?
You may need storage for it...try building a Repository.

#### **Where is my University?**

* Can't find your University after you've researched Education?
It should be on **Facilities**.

#### **Why does my facility keep switching off?**

* Does your Cement kiln/Concrete Mixer/Barracks etc. mysteriously toggle off?
Facilities will auto-toggle off if you run out of electricity or a resource they consume (apart from a Tool factory which only stops production if you run out while online, but will auto-toggle off if you run out while offline).

#### **Does the game have offline progress?**

* Wonder what your empire gets up to when your browser is closed?
There is a maximum of 7 days offline progress (apart from for Trade missions which pause in v0.9.3 beta}.

#### **How can I restart the game?**

* Want to start the game from the very beginning?
If you clear your cookies it will delete your current game.

#### **How do different bonuses combine?**

* Ever wondered how different bonuses in the game (e.g. from legacy, technologies, titles etc.) combine?
All bonuses in the game are additive (except the ×2 Boost from Diamonds which is multiplicative).
Docks

Docks accomodate ships

Docks provide mooring for ships

You can construct Docks, on **Buildings**.

* Docks have a requirement to access and requires some resources to construct.
* Docks accommodate ships; give access to the **Dock**; and provide Legacy.

 Sailing | build 8 Libraries | Plank | 100

### **Construction**

You can build Docks, on **Buildings**, after you research the required technology.
* You need 100 Iron and 50 Planks, to build your first Docks.
* You need 30% more resources, each time you build another one.

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

### **Storage**

* Docks, on **Buildings**, provides mooring for 1 ship.

 Ship | 1

### **Other**

* The first Docks, you build:
	+ displays your total ships and maximum allowed.
	+ gives access to the **Dock**;
	+ allows you to construct a Galley at the **Dock**; and
	+ gives an option to explore a new continent from the **Dock**.

* Each Docks provides 1 Legacy, before any bonuses, when you explore a new continent.

 Docks
Storage mastery

Expertise in storage

Expertise in resource storage

A science mastery.

* Storage mastery increments Wood production.
* Storage mastery has infinite levels.

### **Access**

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

 2
 3
 ...

### **Effect**

Storage masteries give a bonus to the storage capacity of resources.You get the bonus after you research the Storage mastery.
The bonus provided increases with levels.

 1
 2
 3
 ...
Swordman

A soldier with a sword

1 Population

2 Morale

A Swordman uses a strong iron sword.

You can recruit, disband, send a Swordman to explore, or train them to be a Knight on **Military**.

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

### **Access**

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

 Iron | 10

### **Recruitment**

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

* You need 1 free Population, a Sword and 150 Food to hire a Swordman.

 Population | 1

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

### **Consumption**

* A Swordman consumes 0.4 Food per second.

 Food | 0.40 per second

### **Production**

* A Swordman generates 0.01 Morale per second.

 Morale | 0.01 per second

* Other factors increment Morale generation.

### **Specifications**

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

 Armorblocks | 3 damage

* Other factors improve the specifications of a Swordman.

### **Other**

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

 Morale | 2

* You can disband one Swordman at a time with the 'Fire 1' button, freeing up Population, however the Sword is not returned.
Factory

Factories enhance crafting

Factories allow mass production

You can construct and toggle a Factory on **Crafting**.

* A Factory has a requirement to access and requires resources to construct.
* Factories increase Craft efficiency; and when active, craft multiple amounts of items.

### **Access**

Factory appears, on **Crafting**, after you research Industrial revolution on **Technologies**.
* You can construct a Factory after you resarch Industrial revolution.
* Industrial revolution has a requirement to access and research.

 Book | 100

### **Construction**

You can construct a Factory, on **Crafting**, after you research the required technology

* Your first Factory requires 5 000 Concrete, 10 000 Brick and 50 Toolboxes.
* Each additional Factory requires 20% more.

### **Effect**

Factories increase Craft efficiency; and when active, craft multiple amounts of items at a time.
### **Passive bonus**

 Each Factory increments Craft efficiency by 20%, when it is toggled off and also when active.

### **Mass production**

* Active Factories multicraft: multiply the amount of resources expended and items crafted at a time.
	+ Each active Factory expends 100 × the base cost, to multiply items crafted by 100.
	+ If you do not have enough resources, then a multiple with available resources is crafted.
	+ To craft using just 1 x base cost, you must toggle off your Factories.

* An active Factory multicrafts:
	+ all items you can craft, on **Crafting**;
	+ items you craft from the inventory after you research Logistics, (apart from Books); and
	+ publishing Books with Strategy on **Technologies**. *(does not effect gaining Books with Patent or Scientific papers; v0.9.3 beta)*.
Food mastery

Expertise in farming

Expertise in farming

Food mastery appears, on **Technologies**, after you invest the required Knowledge in Military.
Food mastery increments Food production.
Food mastery has infinite levels.
* The Knowledge required to access, and Books required to research, increase each level.
* The bonus provided, increases with levels.

### **Access**

Knowledge, invested in Military, gives access to Food masteries.

* You can research a Food mastery, after you invest the required Knowledge.

* The Knowledge required, to access Food masteries, increases each level.

 2
 3
 ...

### **Research**

You can research Food masteries after you invest the required Knowledge.

* You gain the bonus, after you research the Food mastery.

* You need Books to research Food masteries, the Books required increase each level.

 2
 3
 ...

### **Effect**

Food masteries give a bonus to Food production.

* You get the bonus, after you research the mastery.

* The bonus provided, increases with levels.

 1
 2
 3
 ...

* The bonus also affects quantity of Food got with trains.
Finding

Research more expedition finds

1 200 Knowledge

Research the detection of resources

A military technology

* Finding allows you to find more complex materials, on Expeditions, like Sand, Clay or Brick.

* Finding has a requirement to access and research.

### **Access**

* Finding appears, on **Technologies**, after you invest 9 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Finding, on **Technologies**, after you invest the required Knowledge.
* You need 20 000 Food, 60 Morale and 1 200 Knowledge to research Finding.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Finding, gives:
	+ a 15% chance to find Sand, on an Expedition, if no enemies appear;
	+ a 10% chance to find Clay, on an Expedition, if no enemies appear; and
	+ a 5% chance to find Bricks, on an Expedition, if no enemies appear.
Funding

Research advancements for gold

Research gold based finance

An economy technology

* Funding provides storage for Gold and increments its production.
* Funding has a requirement to access and research.

### **Access**

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

### **Research**

You can research Funding, on **Technologies**, after you invest the required Knowledge.
* You need 50 Gold and 50 Knowledge to research Funding.
* Effects of the technology appear after you research it.

 Knowledge | 50

### **Effect**

Effects, of the technology, appear after you research it.
* Funding provides 2 storage for Gold.
* Funding increments Gold production by 20%.

 Storage
 Production | +20%
Trade (research)

## Trade

Research trade missions

50 Coin

Research trading with other cultures

* Trade allows you to employ Sailors and embark on Trade missions.
* Trade has a requirement to access and research.

### **Access**

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

### **Research**

You can research Trade after you build 8 Libraries. Effects of the technology, appear after you research it.
* You need 7 000 Food, 45 Gold and 50 Coin, to research Trade.

 Coin | 50

### **Effect**

Effects of the technology, appear after you research it.
* Allows you to employ Sailors, on **Jobs**.

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

* Allows you to send ships, on a Trade mission, from the **Dock**.
Tactics

Research military planning

Research organised military actions

A military technology

* Tactics increases the Morale of your army and enhances their Attack.
* Tactics has a requirement to access and research.

### **Access**

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

### **Research**

You can research Tactics, on **Technologies**, after you invest the required Knowledge.
* You need 35 Morale and 50 Knowledge to research Tactics.
* Effects of the technology appear after you research it.

 Knowledge | 50

### **Effect**

Effects, of the technology, appear after you research it.
* Tactics gives a 20% bonus to the Attack of your army.
* Tactics increases maximum storage capacity for Morale by 2.

 Morale storage | 2
Wood mastery

Expertise in wood production

Expertise in wood production

A science mastery.

* Wood mastery increments Wood production.
* Wood mastery has infinite levels.

### **Access**

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

 2
 3
 ...

### **Effect**

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

 1
 2
 3
 ...

The bonus also affects quantity of Wood got with Trains.
Insecticides

Research in chemicals for farming

Research on chemicals for pest control

A science technology

* Insecticides increases Food production.
* Insecticides has a requirement to access and research.

### **Access**

* Insecticides appears, on **Technologies**, after you invest 13 500 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Insecticides, on **Technologies**, after you invest the required Knowledge.
* You need 20 Chemicals and 1 200 Knowledge to research Insecticides.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Insecticides gives a 40% bonus, to:
	+ Food production; and
	+ quantity of Food got by a Cargo train.

 Food | 40%
Medic

A medic heals your wounded during combat

1 Population

0.2 Morale

Medics heal your wounded during combat

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

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

 Knowledge | 200

* You need 1 free Population, 1 000 Food and 20 Coin, to hire a Medic.

 Population | 1

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

### **Consumption**

* A Medic consumes 0.4 Food per second.

 Food | 0.40 per second

### **Specifications**

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

 Healing | 10

* Other factors improve the specifications of a Medic.

### **Other**

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

 Morale | 0.2
House

A house for people

A house provides accommodation for people

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

* A House has a requirement to access and requires some resources to construct.
* A House accommodates Population and provides access to other areas of the game.

### **Access**

House appears, on **Buildings**, after you build a Pasture.
* You can build Houses after you construct your first Pasture.
* You need 10 Wood, to build your first Pasture.

 Pasture | build on **Buildings** | Wood | 10

### **Construction**

You can build a House, on **Buildings**, after you build your first Pasture.
* You need 20 Wood, 50 Mineral and 15 Food, to build your first House.
* You need 80% more resources, each time you build another one.

### **Other**

* Your first House gives access, to:
	+ Woodcutters, Smelters and Farmers on **Jobs**;
	+ a Library, on **Buildings**; and
	+ a display of your employed and total Population.

* Each House you build accommodates 3 Population.

 Population | 3
Luck

Research a new casino game

Research games of chance

An economy technology

* Luck allows you to play the slot machine.
* Luck has a requirement to access and research.

### **Access**

* Luck appears, on **Technologies**, after you invest 300 000 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

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

 Book | 50

### **Effect**

Effects, of the technology, appear after you research it.
* Luck gives access to Game 3, 'Slot machine', at the **Casino**.
* Luck allows you to increase your maximum bet × 1 000 on Game 1, 'Double or nothing', at the **Casino**.
Cement hydration

Research concrete

Research reactions between cement and water

A neutral technology

* Cement hydration allows you to build Concrete mixers.
* Cement hydration has a requirement to access and research.

### **Access**

* Cement hydration appears, on **Technologies**, after you invest 150 000 Knowledge in Science or Economy or Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Cement hydration, on **Technologies**, after you invest the required Knowledge.
* You need 15 000 Clay and 20 Books to research Cement hydration.
* Effects of the technology appear after you research it.

 Book | 20

### **Effect**

Effects, of the technology, appear after you research it.
* Cement hydration allows you to build a Concrete mixer, on **Facilities**.
Rail transport

Research trains

2 000 Knowledge

Research railways

An economy technology

* Rail transport allows you to get Trains, a good way to keep your economy moving.

* Rail transport has a requirement to access and research.

### **Access**

* Rail transport appears, on **Technologies**, after you invest 50 000 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Rail transport, on **Technologies**, after you invest the required Knowledge.
* You need 10 000 Coin, 300 Plates and and 2 000 Knowledge to research Rail transport.
* Effects of the technology appear after you research it.

 Knowledge | 2 000

### **Effect**

Effects, of the technology, appear after you research it.
* Rail transport allows you to build a Train station, on **Buildings**.
Foundry

Foundries produce metal

A foundry casts metal

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

* A Foundry has a requirement to access and requires some resources to construct.
* Active Foundries consume Mineral to produce Iron and, after you research Bronze, Tin.

### **Access**

Foundry appears, on **Buildings**, after you research Iron foundry on **Technologies**.
* You can build Foundries after you research Iron foundry.
* Iron foundry has a requirement to access and research.

 Food | 200

### **Construction**

You can build a Foundry, on **Buildings**, after you research the required technology.
* You need 500 Mineral and 5 Copper, to construct your first Foundry.
* You need 30% more resources, each time you build another one.

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

### **Consumption**

* Active Foundries consume 0.5 Mineral per second.

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

 Mineral | 0.50 per second

### **Production**

* Active Foundries produce 0.02 Iron per second and, after you research Bronze, produce 0.005 Tin per second.

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

 Tin | 0.005 per second

* Other factors increment Iron production and increment Tin production.

### **Other**

* Your available Iron, its storage capacity, production rate and any bonuses to production, displays after a Foundry produces it.

* Your available Tin, its storage capacity, production rate and any bonuses to production, displays when a Foundry first produces it.
Library

Libraries promote research

Libraries foster knowledge

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

* A Library has a requirement to access and requires some resources to construct.
* Libraries store and produce Knowledge; and provide access to other areas of the game.

### **Access**

Library appears, on **Buildings**, after you build a House.
* You can build Libraries, after you construct your first House.
* You need 10 Wood, 50 Mineral and 15 Food, to build your first House.

 Food | 15

### **Construction**

You can build Libraries, on **Buildings**, after you build your first House.

* You need 300 Wood and 100 Mineral, to build your first Library.
* You need 90% more resources, each time you build another one.

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

### **Production**

* Libraries produce 0.01 Knowledge per second.

 Knowledge | 0.01 per second

* Other factors increment Knowledge production

Your Knowledge production rate displays after you build 8 Libraries.

### **Storage**

* Each Library provides storage for 100 Knowledge.

 Knowledge | 100

* Other factors increment storage.

Your Knowledge storage capacity displays after you build 8 Libraries.

### **Other**

* Your first Library gives access to **Technologies**.

* Your second Library gives access to Banner, on **Buildings**

* The first 8 Libraries, you build, give access to some technologies on **Technologies**.

* Your available Knowledge, its storage capacity, production rate and any bonuses to production, displays after you build 8 Libraries.

* Libraries contribute to Legacy when you explore a new continent.

 1
 2
 3

Other factors increment the Legacy you gain.
Pikeman

A soldier with a spear

1 Population

1 Morale

A Pikeman takes a spear on an expedition.

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

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

### **Access**

Pikeman appears, on **Military**, after you research Basic weapons, on **Technologies**.
* You can recruit a Pikeman, after you research Basic weapons.
* Basic weapons has a requirement to access and research.

 Copper | 5

### **Recruitment**

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

* You need 1 free Population, a Spear and 50 Food to hire a Pikeman.

 Population | 1

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

### **Consumption**

* A Pikeman consumes 0.1 Food per second.

 Food | 0.10 per second

### **Production**

* A Pikeman generates 0.02 Morale per second.

 Morale | 0.02 per second

* Other factors increment Morale generation.

### **Specifications**

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

 Hp | 30

* Other factors improve the specifications of a Pikeman.

### **Other**

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

 Morale | 1

* You can disband one Pikeman at a time with the 'Fire 1' button, freeing up Population, however the Spear is not returned.
Nickel mastery

Expertise in nickel extraction

Expertise in nickel extraction

An economic mastery.

* Nickel mastery increments Nickel production.

### **Access**

Nickel 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 Nickel 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 Nickel mastery.

 2
 3
 ...

### **Effect**

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

 1
 2
 3
 ...
Science

Scientific research

Science leads humanity forward, its progress never stops evolving

Knowledge invested in Science helps your civilisation progress.

* Knowledge invested in Science gives access to some technologies; increases Craft efficiency; and gains Legacy.

### **Access**

Science is available, on **Technologies**, after you research Specialization.
* You can invest Knowledge in Science after you research Specialization.
* Specialization has a requirement to access and research.

 Specialization | build 8Libraries | Knowledge | 500

### **Effect**

* Knowledge invested in Science, gives access to scientific technologies.
* Knowledge invested in Science increases Craft efficiency. An addition is made to Craft efficiency every time Knowledge  is invested.
	+ After a 1 000 Knowledge is invested, an increment of approximately +1.5% is made to efficiency.
	+ Every additional 1 000 Knowledge, increases Craft efficiency by slightly less.

 where 'K' is increase in Knowledge investedand 'S' is total Knowledge invested in Science

### **Other**

* Every 1 000 Knowledge invested in Science gains 1 Legacy, before any bonus, if you explore a new continent.

 1 000 Knowledge | 1
Caravel

A fast sailing ship

A swift sailing ship

You can construct, salvage and send Caravels on missions at the **Dock**.

* A Caravel has a requirement to access and requires an empty Docks to moor at.
* Caravels sail on Trade missions and Expansion missions.
* A Caravel needs Sailors as crew and Supplies for Trade missions.

### **Access**

Caravel appears at the **Dock**, after you research Windward on **Technologies**.
* You can construct a Caravel after you research Windward.
* Windward has a requirement to access and research.

 Knowledge | 1 500

### **Construction**

You can construct Caravels, after you research the required technology.

* You need an empty Docks and some resources to construct a Caravel.

 empty Docks | 1

### **Specifications**

* Caravels have specifications for ship Power, ship Structure, Cargo capacity and Chains.

 Chains | 75

* Other factors improve the specifications of a Caravel.

### **Salvage**

 You can remove a Caravel, with the 'Salvage 1' button, returning some resources and freeing up Docks.

* You get back some resources when you salvage a Caravel or it is destroyed on an Expansion mission.
* The amount of resources returned varies in a range.

 Wood | 5 000 → 25 000
 Plank | 200 → 500
 Iron | 100 → 150

### **Other**

* A Caravel needs 3 Sailors as crew for missions. A Caravel does not require any crew for construction or when moored at Docks.

* Caravels reduce the time taken for a Trade mission.

* Caravels shoot Chains to incapacitate enemies in combat.

* A Caravel requires 3 barrels of Supplies for a Trade mission.
Elephantry

Research trained elephants

Research the training of elephants for combat

A military technology

* Elephantry allows you to ride Elephants into war.
* Elephantry has a requirement to access and research.

### **Access**

* Elephantry appears, on **Technologies**, after you invest 3 800 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Elephantry, on **Technologies**, after you invest the required Knowledge.
* You need 100 Supplies and 800 Knowledge to research Elephantry.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Elephantry allows you to recruit a War elephant, on **Military**.
Cast iron

Research blast furnaces

13 000 Knowledge in Economy

or

15 000 Knowledge in Military

Research the intensified combustion of iron ores

A neutral technology

* Cast iron allows you to build Blast furnaces.
* Cast iron has a requirement to access and research.

### **Access**

* Cast iron appears, on **Technologies**, after you invest 11 000 Knowledge in Science; or 13 000 Knowledge in Economy; or 15 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Cast iron, on **Technologies**, after you invest the required Knowledge.
* You need 50 Bricks and 1 200 Knowledge to research Cast iron.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Cast iron allows you to build Blast furnaces on **Buildings**.
Charcoal

Research kilns

Research pyrolysis of wood

* Charcoal allows you to construct a Kiln.
* Charcoal has a requirement to access and research.

### **Access**

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

### **Research**

You can research Charcoal, after you build 5 Libraries. Effects of the technology, appear after you research it.
* You need 4 000 Wood and 2 000 Mineral, to research Charcoal.

 Mineral | 2 000

### **Effect**

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

Research expeditions

Research exploration expeditions

* Exploration allows an Expedition.
* Exploration has a requirement to access and research.

### **Access**

* Exploration appears, on **Technologies**, after you build 2 Libraries, on **Buildings**.
You can research the technology, after you build 2 Libraries.

### **Research**

You can research Exploration, after you build 2 Libraries. Effects of the technology appear after you research it.
* You need 100 Food, to research Exploration.

 Food | 100

### **Effect**

Effects of the technology appear after you research it.
* Allows you to send your soldiers on expeditions.
Barn

Barns provide storage

Barns store basic materials

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

* A Barn has a requirement to access and requires some resources to construct.
* Barns store Wood and Mineral.

### **Access**

Barn appears, on **Buildings**, after you research Storage management on **Technologies**.
* You can build Barns, after you research Storage management.
* Storage management has a requirement to access and research.

 Iron | 15

### **Construction**

You can build a Barn, on **Buildings**, after you research the required technology.
* You need 5 Blocks, to build your first Barn.
* You need 40% more resources, each time you build another one.

 1
 2
 3

### **Storage**

* Each Barn provides storage for 500 Wood and 500 Mineral.

 Mineral | 500

* Other factors increment storage.
Wood

A basic bulk material

Wood is a basic bulk material

Wood has many uses including construction, crafting, research and trade

* Your available Wood, storage capacity, production rate and any bonuses to production, always displays in the game.

### **Access**

Wood is available from the start of your game.You start the game with 10 Wood.
* You can get Wood
	+ from Lumbermills, on **Buildings**;
	+ from Woodcutters, on **Jobs**;
	+ at **Market**;
	+ on Expeditions, with **Military**; and
	+ at the **Dock**, from a Trade mission or if you salvage ships.

### **Storage**

 Your maximum available Wood is limited by storage capacity.
* At the start, your storage capacity for Wood is 50 units of Wood.

* Storage for Wood is provided, by:
	+ some buildings on **Buildings**;
	+ Chests; and
	+ Titles.

* Other factors increment storage.

### **Production**

* Lumbermills on **Buildings** and Woodcutters on **Jobs**, produce Wood.

#### **Bonuses to production**

* Other factors increment Wood production.

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

### **Uses**

* Wood can be used to:
	+ construct and maintain production, on **Buildings**;
	+ recruit, on **Jobs**;
	+ research, on **Technologies**;
	+ craft items, on **Crafting**; and
	+ construct some ships and trade, at the **Dock**.

### **Other**

* You can buy, at **Market**:
	+ 600 Wood for 1 Coin, before any bonuses; or
	+ the maximum amount, your available Coin or storage capacity permits.

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

Bonuses to market ratios, increment the amount per Coin.

* A Cargo train can haul 25 Wood per second, before any bonuses.

* There is 50% chance to find Wood, on Expeditions, if no enemies appear.

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

 Chemicals | 1 : 1 800
 Copper | 1 : 80
 Iron | 1 : 120
 Mineral | 5 : 4
 Sand | 2 : 17
 Steel | 1 : 1 200

* A variable amount of Wood is returned when you salvage some ships, at the **Dock**.
Farmer

Farmers provide food

A farmer grows food

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

* A Farmer produces Food.
* A Farmer has a requirement to access and hire

 Food | 15

* You need 1 free Population and 50 Wood to hire a Farmer.

 Population | 1

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

### **Production**

* A Farmer produces 0.4 Food per second.

 Food | 0.40 per second

* Other factors increment Food production.

### **Trivia**

Farmers are one of the oldest professions. From repairing fences to negotiating with suppliers, they keep things ticking along from the shadows. Farmers love tractors, all animals (especially kittens) and have a preference for straw hats.
Husbandry

Research animal management

Research in the management of animals

* Husbandry allows you to bring back Horses, found on Expeditions.
* Husbandry has a requirement to access and a cost to research.

### **Research**

You can research Husbandry, on **Technologies**, after you build 6 Libraries. Effects of the technology, appear after you research it.
* You need 2 500 Food, to research Husbandry.

 Food | 2 500

### **Effect**

Effects of the technology, appear after you research it.
* Husbandry gives a chance to find Horses, on Expeditions, if no enemies appear.
Bargain

A legacy bonus

A bonus provided by your legacy

Bargain is available on **Legacy**.

* Each level of Bargain increments Market trade ratios.
* Bargain requires Legacy points to increase levels.

### **Access**

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

### **Increase**

 You can increase the level and effect of Bargain 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 Bargain increments Market trade ratios by 5%.

 Market trade | +5%

No bonus is provided at level 0.

### **Other**

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

Research taming animals

800 Knowledge

Research the collection and taming of animals

A military technology

* Domestication allows you to bring back Elephants from Expeditions.
* Domestication has a requirement to access and research.

### **Access**

* Domestication appears, on **Technologies**, after you invest 3 800 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

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

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Domestication gives a 5% chance to find and bring back Elephants, from an Expedition, if no enemies appear.
Construction

Research blockyards

4 000 Knowledge in Economy

Research the production of building materials

A semi-neutral technology

* Construction allows you to automate Block production.
* Construction has a requirement to access and research.

### **Access**

* Construction appears, on **Technologies**, after you invest 3 500 Knowledge in Science; or 4 000 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Construction, on **Technologies**, after you invest the required Knowledge.
* You need 2 000 Blocks and 800 Knowledge to research Construction.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Construction allows you to build Blockyards on **Buildings**.
Knowledge mastery

Expertise in knowledge gain

Expertise in knowledge gain

A science mastery.

* Knowledge mastery increments Wood production.
* Knowledge mastery has infinite levels.

### **Access**

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

 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 Knowledge mastery.

 2
 3
 ...

### **Effect**

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

 1
 2
 3
 ...
Power mastery

Expertise in army attack

Expertise in army attack

Power mastery appears, on **Technologies**, after you invest the required Knowledge in Military.
Power mastery increments army attack in combat.
Power mastery has infinite levels.
* The Knowledge required to access, and Books required to research, increase each level.
* The bonus provided increases with levels.

### **Access**

Knowledge, invested in Military, gives access to Power masteries.

* You can research a Power mastery, after you invest the required Knowledge.

* The Knowledge required, to access Power masteries, increases each level.

 2
 3
 ...

### **Research**

You can research Power masteries, after you invest the required Knowledge.

* You gain the bonus, after you research the Power mastery.

* You need Books to research Power masteries, the Books required increase each level.

 2
 3
 ...

### **Effect**

Power masteries give a bonus to army attack.

* You get the bonus after you research the mastery.

* The bonus provided increases with levels.

 1
 2
 3
 ...
Water mastery

Expertise in water management

Expertise in water management

Water mastery appears, on **Technologies**, after you invest the required Knowledge in Military.
Water mastery increments Water production.
Water mastery has infinite levels.
* The Knowledge required to access, and Books required to research, increase each level.
* The bonus provided increases with levels.

### **Access**

Knowledge invested in Military, gives access to Water masteries.

* You can research a Water mastery after you invest the required Knowledge.

* The Knowledge required, to access Water masteries, increases each level.

 2
 3
 ...

### **Research**

You can research Water masteries, after you invest the required Knowledge.

* You gain the bonus, after you research the Water mastery.

* You need Books to research Water masteries, the Books required increase each level.

 2
 3
 ...

### **Effect**

Water masteries give a bonus to Water production.

* You get the bonus after you research the mastery.

* The bonus provided increases with levels.

 1
 2
 3
 ...
Aegis

A legacy bonus

A bonus provided by your legacy

Aegis is available on **Legacy**.

* Each level of Aegis increments army Hp.
* Aegis requires Legacy points to increase levels.

### **Access**

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

### **Increase**

 You can increase the level and effect of Aegis 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 Aegis increments army Hp by 5%.

 Hp | +5%

No bonus is provided at level 0.

### **Other**

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