recursal/Fanatic-Fandom huggingface dataset:
Leaders

From time to time powerful leaders in Interstellar Space: Genesis will approach your empire for hire as a random occurrence, the result of an event or  search, or in response to a . They will generally stick around in the Leader Queue (star icon at the top left of the Strategic Map) for around 30 turns waiting to be hired, but the turns remaining listed on their card. In addition to the initial hiring cost, each leader has an ongoing salary deducted from the Empire's  each turn that will increase as the leader gains levels.
There are a finite number of leaders in the galaxy--once all have been hired by any Empire, more will not be available.

## Leader Opinion

Each Leader's Opinion of you is shown in the top right of their card in green and acts as a bonus or malus to experience gains as well as resistance to being lured away by espionage, etc. At -10 a leader may defect to another empire

It goes up for each turn the leader is assigned to a ship or colony, and in response to fulfilling requests the leader may make from time to time. It goes down when the leader is not assigned to any role or when a promised request goes unfilled.

## Ship Leaders

Ship Leaders are assigned to a specific ship and provide bonuses to the entire fleet based on their primary stats. When multiple Ship Leaders are present in single fleet, the bonuses are not cumulative--only the highest bonus of each type will be applied.

When a Ship Leader's ship is destroyed, that leader is lost unless the ship was equipped with a . They may also be captured by Ship Boarding.

## Colony Leaders

 are assigned to specific  where they apply their bonuses to all colonies in the system. They may be captured in a .

## Secondary Skills

*Main Article: Leader Secondary Skills*

Leaders may gain up to 5 Secondary Skills and may add or increase the level of one of two options provided on each level up. Many of these are quite powerful and provide empire-wide bonuses. Others may allow the leader to engage in Espionage, which will be indicated by a "Spy Missions Available" selection at the bottom of the leader card. Some leaders may already have some Secondary Skills when hired. See the main article for details and a complete list.

## Leader Traits

*Main Article: Leader Traits*

These are personality traits of the Leader that may provide bonuses or maluses. Leaders typically come with at least one and may randomly gain others as the game progresses. The Player cannot choose or change these fundamental characteristics of a leader. See the main article for details and a complete list.
Evolving Empires

Evolving Empires is the second expansion to Interstellar Space: Genesis

The galaxy’s patience wears thin. Time is running short and it can no longer abide the childish games of its inhabitants. Although its races may still be young, their time for play is over, and their time for work has begun. While its throne can not lie empty, it is no place for a child. Ready or not, it is time for its favored children to take the reins of their existence. While many will falter, at least one must rise and evolve their race to meet its full potential. For the fate of the galaxy, and the many scattered civilizations which call it home, may soon depend on it.

This expansion brings two major new features into the game, Evolutions and Minor Civilizations. While these features provides tons of new content on their own, this expansion also includes 7 new leaders and 2 new music tracks!

It is available on Steam.
Buildings

Buildings and wonders in Interstellar Space: Genesis can be constructed in colonies once the prerequisite technology is discovered by placing them the construction queue. Each requires an open building slot (even ) and a per-turn maintenance cost in .

Planetary Buildings can be built in all colonies; Empire Buildings can only be constructed once by each faction; and Wonders are unique to the galaxy.

The total number of  in a colony is determined by the colony's , which in turn is limited by . This makes large or huge worlds best suited for Empire Buildings and Wonders.

When a better version of a building type is researched all existing instances are automatically upgraded--for instance, all  instantly become .

## Planetary Buildings

Planetary buildings can be built in every colony subject to  constraints and the limits of your . Due to these limits, it can make sense to scrap some buildings important for the early growth of a colony such as a  in favor of other buildings once the colony is fully developed. For the same reason, you may want to be selective about what you build in a colony depending on its specialization and exposure to enemy forces--an  may make sense in a border colony but not one deep in your empire's interior, and a  might be limited to colonies devoted to ship production. Bonuses from planetary buildings only apply to the planet they are on.

## Empire Buildings

Empire buildings can only be built once in each empire. Some provide empire-wide benefits while others (Capitals) provide a bonus only to the colony itself. The latter should only be built in colonies that are going to produce a lot of whatever that bonus applies to--ideally large or huge planets with high  and other buildings benefiting the same resource.

## Wonders

Wonders can be built only once in the galaxy. Each requires reaching tier 3 in one of the  trees. All provide some empire-wide benefit, while some also provide a benefit to their home colony as well. The  is particularly powerful if you are missing any type of  as it immediately grants one of each, opening up the corresponding technologies for research.

## Orbital Modules

 (Star Bases, Battle Stations, and Star Fortresses) are necessary to build ships larger than destroyers and will also defend the system against any invaders. Orbital Module techs apply an immediately bonus to all existing and future Orbital Stations--the modules themselves require no additional construction. Many provide a bonus that scales with diplomatic treaties.

* +50% volatiles
* +0.25   per mining treaty
 Civilian Quarters | Eco 4 | * +0.5
* +0.5   per alliance
 Customs Dock | Eco 5 | * +0.5
* +0.5   per trade treaty
* 2x bonus above with
 Orbital Research Labs | Eco 5 | * +0.5
* +0.5   per research treaty
* 2x bonus above with
 Alien Habitat Module | Eco 6 | * +1 relations with all empires
* Addtional per treaty bonuses to other modules

Planetary Buildings | Empire Buildings | Wonders | Orbital Modules
Moltar

Most complex life in the galaxy is based on carbon, but the Moltar species evolved on a planet dominated by silicon-based biochemistry. Now that they have expanded into space, the Moltar will soon learn that their type of life is actually a minority in the cosmos, and face the bitter choice of either coexisting with aliens who will never fully understand them or warring against a form of life which vastly outnumbers them.

The bizarre biochemistry of the Moltar yields slow population growth, but the intense heat and pressure of their homeworld has made their species astonishingly resilient, adaptable, and able to thrive in even the most hostile environments. These children of silicon would make valuable allies - and fierce rivals.

The Evolving Empires expansion opens up the Moltar Evolution tree.
Governments

Governments are set for the default races but can be chosen for customized ones. The set the basic character of the empire including morale and the effects of ; the number of turns required to assimilate conquered citizens; and research penalties and bonuses; and whether the empire is more suited for war or peace.
Moltar Evolution

The Moltar Evolution derives its unique flavor from its intelligence, curiosity and adaptability. As natural inventors and innovators, they are capable of advanced technological feats other races can’t even conceive of. Their curiosity and adaptability can also lead to them exploding out across the galaxy, transforming themselves and gobbling up planets in the process.

## Boundless Breakthroughs (Tier 1)

* Every early breakthrough provides 1 free colony ship
* +3% early breakthrough chance per research asteroid exploitation in empire
* -20% ultra technology research costs
* Assault ships cost 100% more to build

## Cultural Diffusion (Tier 2a)

* Early breakthroughs of space culture are now possible
	+ Uses the same early breakthrough percentage and rules as research
	+ Eligible to provide free colony ship as part of Boundless Breakthroughs
* +5% Space Culture Efficiency for each unique biome in empire (max 25%)

## Energy Adepts (Tier 2b)

* -1 Miniaturization level required for beam weapon modifications
* +50% Beam weapon damage during overload actions

## Extreme Transformation (Tier 3a)

* All biomes are considered ideal for POPs of this race
* All gravity types are considered ideal for POPs of this race
* All diplomatic treaties cancelled
* All diplomatic options disabled except war declaration and peace treaty

## Interlinked Systems (Tier 3b)

* Overload action now activates weapon, shield, and engine overload simultaneously
	+ Overload action increases heat by 1 as usual
* +1 maximum heat threshold on controlled ships
	+ By default, a ship has 5 heat levels
* -2 turns to overload action cooldown on controlled ships
	+ By default, overload actions have a cooldown of 5 turns
* Controlled ships receive double damage to internal systems when hit
Ship Special Systems

Ship Special Systems in Interstellar Space: Genesis can be fitted to military ships providing various bonuses such as defense against missiles or new abilities such as bombarding planets. Notably, Battle Sensors are required to take advantage your latest scanner technology to improve accuracy.

For some special systems, the  required is multiplied by the  class (i.e., 1 for Frigates, 2 for Destroyers, 3 for Cruisers, etc.)--those are listed with an \* in the following table.

Ship Special Systems Table
Systems and Resources

Systems in Interstellar Space: Genesis consist of a large central gravitation body such as a star or  surrounded by 0 or more planets, , and/or accretion disks. They are the only destinations for ships, the only place combat can occur, and without the  technology the only place at which new orders can be given to ships.

## Hidden Systems

A number of Hidden Systems exists which can only be discovered through  of a sector. The most important of these have no planets but rather accretion disks that are the only source of 3 of the .

### Black Holes

A collapsed star whose gravity prevents even light from escaping, these  are the only known source of .

### Neutron Stars

The incredibly dense remnants of a star after a super-nova, these  are the only known source of .

### Boson Stars

Dead remnants of a star after a super-nova lacking the mass to become  or , these  are the only known source of  suitable for exploitation.

## Star Systems

Less exotic than , many types of stars are easily seen across the galaxy and appear on the starting map, though detecting any bodies orbiting them requires a basic  such as can be achieved by any visiting ship. Once an orbiting body is settled by a colony or , they increase the range of all ships in a radius around them.

 are assigned to Star Systems rather than individual colonies and provide their bonuses to all colonies in the system. If a colony is present, it will exert a sphere of influence proportional to the  in which other empires can only establish  with a . They also have a radius of scanning for ships which can be increased by .

A useful method of seeing your the Supply Range (the region in which your ships can travel), sphere of influence, and scanning radius of systems are the icons at the bottom left of the strategic map.

### Gas Giants

 such as our own Jupiter cannot support colonies, but can support , and are the only known source of .

### Asteroid Belts

 can support  which allow for profitable  with the Asteroid Mining technology.

### Planets

*Main Article: Colonizable Planets*

Rocky planets may be more or less colonization based on your race's  and  preferences, as well as the  and  of the planet.

### Ruins

Ruins (aka "Goody Huts") may be found on planets after sufficient Scanning of the Star System. They can provide reward ranging from nothing to legendary Leaders, technologies available by no other means such as  and , and powerful ships.  and some Ship Leaders with the  secondary will increase the odds of finding something useful, with the latter even allowing Ruins to be searched twice. Ruins appear as a Greek Temple icon next to a planet. Enhanced by the .

### Minor Civilizations

*Main Article: Minor Civilizations*

With the Evolving Empires Expansion, Minor Civilizations may be found on planets enabling access to relations with it.
Dictatorship

In a dictatorial government, one individual rules the entire empire for life and answers to no one.

A Dictatorship has no base morale bonus or penalties morale bonuses but a +10% bonus with a . It have slow assimilation and no research bonuses, but has no pick cost. Once garrisons are built, citizens are actually more happy than in a democracy.
Colonizable Planets

Normal planets can support colonies, though their efficiency at doing so depends on their , , and  as well as how closely their  and  match the preferences of your Empire.

## Planet Type

 range from frozen balls of ice to molten infernos and everything in between. None are bad in themselves, but each Empire will have one type that is ideal, some types that are tolerable, and some that are hostile, with penalties to , , and  depending on how far removed they are from your Empire's ideal type. Planet Types other than ideal require the appropriate Colonization Tech, and can be changed by  with the appropriate  technology. The negative effects of a hostile environment can be offset for a small portion of the population with a .

 Tolerable
 Hostile

## Planet Size

The  of planet determines both its  and . Both will place fundamental limits on eventual maximum benefit of the colony as all colony Outputs are multiplied by  and  determines not only the maximum number of  a colony can support, but also provides bonuses, some of which are Empire wide. Perhaps the most important factor of a planet as it cannot be changed by any means and places a fundamental limit on the effectiveness of the colony.

 Small
 Medium
 Large
 Huge

## Mineral Richness

The  of a planet provides a  bonus to , ranging from 1 for ultra-poor to 8 for ultra-rich. Richness can only be changed by special events.

 Poor
 Sufficient
 Rich
 Ultra-Rich

## Ecological Level

The  of a planet provides bonuses to  and  Growth at a rate of 10% per level. It ranges from 0--decidedly unpleasant--to 3, a virtual Garden of Eden. With the proper technlogy it can be raised through .

 1
 2
 3

## Planetary Gravity

The  of a planet can be low, medium, or high. Each Empire has a preference and suffers penalties to  and  depending on how far the gravity is from their preference. A  can protect a small portion of the population from these negative effects, while a  or a  can alter the gravity of the entire planet, though both require .

 Tolerable
 Hostile

## Planet Specials

Some planets have special modifiers that can be positive or negative. Planet specials are revealed at full scan level of the system.

## Planet Construction

Searching the galaxy for habitable planets and taking what you can find is one thing. Constructing ideal planets yourself is another. One option when you discover  is the  tech. Take it. With just 3  resources, it allows you to construct ideal, rich to ultra-rich, high ecological level planets from  and Barren Worlds in any system you have colonized.
Nova

The great rivers have served as the Nova's only safe haven against the harsh and unforgiving conditions of their small desert homeworld, Nova Prime, for as far back as their written records exist. With no other sources of surface water, few natural resources, and dangerous wildlife all around them, their species had no choice but to adapt and evolve to survive. Benevolent and frugal, yet very generous, these desert folk detest violence and find contentment in living a simple existence.

As a highly intelligent race capable of far greater feats, the Nova are clear underachievers, but this under-performance is by choice, not by chance. As remnants of a once powerful empire, the Nova learned during the cataclysmic event known as the "Dark Days" that great ambition has a cost, and in the loss of their original homeworld, they paid the ultimate price. Whether a true story, or simply a parable meant to instill and preserve their simple way of life, their elders preach that their society must never again lose their way and squander the gifts they've been given.

The Evolving Empires expansion opens up the Nova Evolution tree.
Miniaturization

in Interstellar Space: Genesis reflects your empire's expertise in a particular research tree that allows you to shrink the size and  requirements of earlier components as well as their  cost. Miniaturization applies to both Weapons and , though is more important for the former as it permits the addition of advanced .

Take  from tier 1 of Weapons tree as an example. Once you've researched any technology from tier 2 of that tree, they obtain 1 miniaturization level, 2 levels at tier 3, and so on, until the maximum of 4 levels of miniaturization are obtained at tier 5+.

For most components, the  taken is reduced to: 1  = 80%, 2  = 65%, 3  = 50%, and 4  = 25%, though some components have a slower progression and can only reach 35% at the 4th level of miniaturization.

The effect is to keep older components relevant as the game progresses. That tier 4  with 14  you just researched looks nice but takes 40 ; those tier 1  now take 32/2 = 16 base , you could add the  weapon mod to it for 400% damage,  to get it up to the same 8 HP as the Polaris, and  to increase its speed, and now you have a weapon with the same 40 (16 + 16 \* (100% + 25% +25%))  that does 8 \* 400% = 32  and travels faster. Of course once you've progressed further and miniaturized the Polaris, the equation changes.

For , miniaturization can affect whether a particular system is worth equipping at all--25  per  may be too expensive for an , but at 6  when you reach Defense tier 5 it becomes more attractive.
Ship Design

The Interstellar Space: Genesis Ship Design screen is accessed with the arrow and carpenter's square circular icon at the top right of the Stragetic Map. Here you can design Military Ships, creating new models from scratch or upgrading existing ones which can be applied to old ships at .

The first step is to choose the  at the top middle of the Ship Design screen.

## Options

At the top right of the Ship Design screen is the Options box. Here you will find:

* Drive: All ships are automatically equipped with the latest Drive technology which determines its Strategic and Combat Speed. The + and - here can add extra tactical engines to increase Combat Speed, Maneuverability, and bonuses to  and  at the cost of extra Space.
* Armor: All ships are automatically equipped with the latest  which is multiplied by the Hull Size to determine  and Hull Structural Points. Clicking the Armor icon will allow reinforcing the Hull's Structural Points at the cost of additional
* Shields: All ships are automatically equipped with the latest . Clicking on the icon here will allow conserving  by limiting shields to portions of the ship--front only, front and sides, etc.

## Ship Special System

*Main Article: .*

Here you can add Ship Special Systems that provide a number of additional abilities or bonuses.

## Weapons

*Main Article: Weapons.*

Here you can add and remove weapons as well as apply  to them. Both are covered in depth on the Weapons page.

The targeting icon at the bottom left of each Weapon allows you to select the Fire Arc of the Weapon. By default weapons will only first in a 90 degree arc towards the front of the ship. For additional  you can increase the Fire Arc up to 360 degrees or make it a rear-only firing weapon for no additional

## Ship Defense

*Main Article:*

Ship Defense is compared to the attacker's  to determine whether a Weapon hits or misses the ship according to the Hit Formula. A number of factors mentioned in the main article contribute to Ship Defense, and hovering over it will show how it was calculated.

## Ship Attack

*Main Article:*

Every weapon has its own Ship Attack based on its  and ship-wide modifiers as discussed in the main article. The value at the top of the screen is the average of all weapons' attack values: the actual attack value for each weapon is listed beside the  icon.

## Final Cost

The final  and  costs of the ship will be the base value for its  plus the costs of all the components added to the ship. Keep this in mind--a fully loaded  may look great on paper, but if it takes 100 turns to build and drains your entire Treasury it will not be very useful in practice.
Knight City

## Overview

Knight City, named clearly after the corporation that founded it and runs it, was once a testament of human architecture and innovation. But as it grew, and it grew quick, he required rapid construction. Buildings got larger and taller, roadways began divided into different layers and a new city was built onto the old. While beauty is abundant in the city, so is corruption, crime, and poverty. Despite the best efforts of Knight Industries -- its become increasingly difficult to manage. Divide into five primary sectors and one massive under city.

In Knight City, you can never truly own anything. Everything belongs to Knight Industries and in a perpetual state of renting from them for properties.

## Sector 1 (Industrial)

Sector 1 is primarily an industrial sector of Knight City. It is heavy in pollution and high in poverty, second only to the under city. Its home of blue collar workers that typically work in Knight City production facilities.

## Sector 2 (Commercial)

Sector 2 is filled to the brim with storefronts, bars, recreational facilities, casinos and anything that you could do to have fun no matter what the age. Due to its close proximity to Sector 1 it has a heavy police presence.

## Sector 3 (University)

Sector three is home to Knight City University as well as the Knight City Memorial Hospital. It is a relatively safe community, though, its fair share of parties.

## Sector 4 (Residential)

Sector 4 is primarily a residential area. With a few businesses and more focused on things necessary for living. STRONG police presence.

## Sector 5 (Military)

*Sector 5 sits as the main base of operations for the private military of Knight Industries that operates for the United States of America. As a result, it is highly guarded and also holds some secure facilities.*

## Undercity

As the city grows, and the old buildings are built ontop of it. So does the undercity. A massive district that covers the entire city -- underneath the numerous layers of steel and glass. Only the poorest of the poor live here -- and those that wish to exploit them.
Victory Conditions

There are three ways to win Interstellar Space Genesis: military, alliance, and election.

To achieve a military victory, you must either destroy all other empires or force them into a surrender pact.

To achieve an alliance victory, you must have the "Alliance Victory" condition enabled. This victory condition is triggered as soon as one empire is allied with every other non-subject empire that remains in the game. It is not necessary to establish alliances with all subject empires. Note that if the election victory is enabled, and the elected ruler is an AI empire that you are allied with, you will also win an alliance victory.

To achieve an election victory, you must have the "Election Victory" option enabled. Once all empires in the game have met one another, a galactic council vote will take place. Each empire will receive votes based on a variety of factors. The two empires with the most votes will be put up for election. If neither empire receives 2/3 of all available votes, then no emperor is elected. Elections will occur every 30 turns after the first one.

Factors that provides votes:

* 1 vote per POP in empire
* 5 votes per controlled galactic wonder
* 2 votes per strategic resource
* 10 votes per data core artifact
* 5 votes per ultra-advanced technology
* 5 votes per exclusive minor civilization (Evolving Empires)
* 2 additional votes per exclusive minor civilization per ambassador leader (Evolving Empires)
Draguul

An amphibious species that evolved on a large, swampy planet, the Draguul boast traits reminiscent of both mammals and reptiles. Draguul society is rigid but somewhat benevolent. At the top is a very tight group of "Clan Masters" who exercise absolute rule over a caste of warriors who are grouped by clan. The warrior caste in turn has absolute rule over the even larger "low Draguul" caste made up of everyone else.

With a strength born of their homeworld's heavy gravity, Draguul warriors are among the galaxy's deadliest combatants, and their military organization and rapid reproduction make for an empire that is as much a war machine as a civilization. Their only weaknesses are that their species has changed little in the course of their evolution (making it harder for the Draguul to adapt to new environments) and their feudal government structure.

While the Draguul can come across as nothing more than a brutal warrior race, they are also inquisitive, honorable, reliable, and even good-natured towards aliens who they perceive as worthy allies.

The Evolving Empires expansion opens up the Draguul Evolution tree.
My Little Skylanders: Avenge Landers Wiki

**Welcome to the My Little Skylanders: Avenge Landers Wiki!**

## Welcome to the My Little Skylander: Avenge Landers Wiki

In the world of Magic, Twilight Sparkle, Spyro, Gill Grunt, Stealth Elf, Trigger Happy, and Eruptor are one of the new graduates at Skylanders Academy. Under the teachings of Princess Celestia, Master Eon and Jet-Vac, they and the other 5 graduates will go on adventures as they learn what friendship is all about and what it means to be a true Skylander while fighting the evil Kaos and other evil forces who seek to rule and gain access to all worlds.

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

## Community Founders

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

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Important articles

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

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder

*Need help building out this community?*

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

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

Once the shields, if any, are down, armor must be destroyed before damage to the hull and systems begins. Armor Points are multiplied by  class (i.e., 1 for Frigate, 2 for Destroyer, 3 for Cruiser, etc.). Armor may be increased for additional  and  costs in the Ship Design screen. Armor also provides a .
Isle of the Citadel Ruins

The **Isle of the Citadel Ruins**, also known as The **Master's Citadel**, is a location of the *My Little Skylanders* series created by Lauren Faust and Eric Rogers. It is a remote location in Skylands that contains some of its greatest secrets, including the Core of Light, that are essential to the very existence of the universe.

It is what remained of the citadel that surrounded the Core of Light after it and its castle was destroyed in the battle between Princess Celestia and Nightmare Moon, and it was the main headquarters for Portal Masters and the Skylanders. As each of the components of the Core of Light is restored, the Citadel Ruins will gradually change in appearance, becoming more lush and vibrant. The path to the Core of Light appears to warp the island's appearance as those who conquer its trials advance through doors, seemingly sending them to other identical locations or to the skies above.

"*.*"

—About the Isle of the Citadel Ruins.

## Inhabitants

### Current

* Arbo
* Auric
* Chronobones
* Clam-tron 4000
* Dale
* Diggs
* General Robot
* Gurglefin
* Leo
* Madeline
* Nattybumpo
* Quigley
* T-Bone
* Weapon Master
* Sheeps

### Former

* Cali
* Princess Celestia
* Master Eon
* Flynn
* Kaos' Mom
* King Pen
* Hugo
* Princess Luna
* Persephone
* Wizbit

## History

### Past

#### Early Life

It was built by the previous Portal Masters long before the Great War where they, Celestia, and Luna lived in solitude to think about what to do next to protect Skylands.

Eventually a thousand years prior to the beginning of the series, most of the inhabitants (including Princess Celestia) left the citadel hidden under a shroud of strong magic, with machinery to move it when its location is discovered.

## External links

* Isle of the Citadel Ruins *Spyro Wiki*
* Isle of the Citadel Ruins *Skylanders Wiki*
Locations

video File:Placeholder
**Locations** are a content construct shown throughout all things. They are various places set in different world consisting of several countries. Every location spans over many climatic zones, from deserts and exotic islands to tundra, and has different landscapes - mountain ranges seemingly being very common.

"*.*"

—About Locations.

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.

## Gallery

Isle of the Citadel RuinsSkylanders Academy
Conditions

Python uses boolean variables to evaluate conditions. True and False are returned when an expression is compared or evaulated.

This is shown as such:

x = 2

print(x == 2)

\*True\*

print(x == 3)

\*False\*

print(x < 3)

\*True\*

print( x > 3)

\*False\*

Make sure you realise that variable assignment is done using a single equals "=" whereas comparison is done using double equals "==" and to compare if something is NOT equals to it is the "!=" operator

### Boolean operators

There is "and" and "or" operators which allow more complex comparrisons to be carried out.

This means that you can create an if statement that requires certain conditions such as the name being "John" AND the age being 20. This is done by simplying typing "if name == "John" and age == 20:"

Or you can create an if statement that alllows a selection of conditions to be met, such as the name being "John" OR "Bob"

This is done by typing "if name == "John" or name == "Bob":

### The "in" operator

The "in" operator simply checks if a specified object exists within the given container.

number = 4

if number in [ 1, 2, 3, 4, 5]:

print("Your number is in the list!")

Make sure when using if statements you use indentation where appropriate such as just below the specified conditions and results.

### The "is" operator

The "is" operator matches the instances of two variables compared to the values of the variables like "==" does.

x = 12

y= 12

print(x == y)

\*True\*

print(x is y)

\*False\*

### The "not" operator

Using "not" before a boolean expression inverts it:

x = 12

y = 12

Boolean = print(x is y)

print(not Boolean)

\*True\*

Continue to next lesson.
Heroes

video File:Placeholder
**Heroes** is/are individuals who possesses extraordinary talents, supernatural phenomena, or superhuman powers and uses them in dedication to protecting or otherwise serving for the greater good; using their skills to counter community issues, such as day-to-day crime and combat threats enacted by Villains.

Some heroes are motivated into their careers by a sense of responsibility or duty, while others are thrust into the role due to a formal calling. Others may also hold a personal vendetta that leads them into the heroic role or some may simply hold a strong belief in justice and humanitarian service and possess abilities to affect great change.

Regardless of their motivation, the heroic life is not for everyone; a willingness to risk one's own safety in the service of good is usually expected to be done so without expectation of reward and as such some heroes have to make great sacrifices in their personal or professional lives in order continue their heroic careers.

"*.*"

—About Heroes.

## Groups

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

The following is a list of signature heroic groups:

## See also

* Supportives
* Allies
* Anti-Heroes
* Villains
Loops

for x in range(10):

print(x)

\*Prints the numbers 0 - 9\*

for x in range(3,10):

print(x)

\*Prints the numbers 3-9\*

for x in range(3,10,2):

print(x)

\*Prints 3, 5, 7, 9 - Missing the 2nd number each turn\*

timer = 0

while timer < 10:

print(timer)

timer+=1 \*Increments the timer variable by one\*

\*Prints 0-9 and then breaks out of the loop once "timer" has reached 10\*

### "Break" and "Continue" statements

**break** is used to exit a loop and **continue** is used to skip the current block and return to the looping statement.

if count >= 5:

break

\*leaves the loop once count reaches 5 (within a loop)\*

if x % 2 == 0:

continue

else:

print(x)

\*A method to leave out all even numbers from a list being generated and only prints out the odds\*

Continue to next lesson.
Varibles and Types

Python allows you to make variables as objects, you don't need to declare them before using them and you don't need to assign the varible type either.

These are a few of the types of variables:

### Numbers

Python supports integers ( whole numbers ) and floating point numbers ( decimals ).

To define an integer you need to simply use the syntax:

Number = 10

To define a float you can use either;

Float = 7.0

OR

Float = float(7)

### Strings

Strings are defined with either single quotes or double quotes.

String = 'Python!'

OR

String = "Python"

It is all preference, however using double quotes allows you to include apostrophes whereas the single quotes won't.

### Tips

You can perform calculations as long as the variables are numbers and NOT strings:

one = 1

two = 2

three = one + two

\*This would print the number 3\*

You can also concatenate two strings together like such:

hey = "Hey"

world = "World"

heyworld = hey +" " + world

print(heyworld)

\*This would print Hey World\*

You can also assign more than one variable simultaneously on the same line like so:

a, b = 3, 4

However, making a mixture of number variables and string variables will not be supported and so if you would like to add a number to a string, you will need to use the str() function to change the number into a string.
Functions

Functions are a way to divide your code into useful blocks which allows us to save time, order our code, reuse code and make it more understandable. Everything within a function needs to be indented the whole way through.

Functions are written by using the keyword "def" followed by the function's name. Example:

def function():

print("Hey")

Functions can also allow variables to be passed from the caller into the function. Example:

def function(name,age):

print("Hello, %s, You are %d"%(name, age))

\*Once the variables outside the program (name and age) are assigned they will affect the function.\*

Functions can also return values to the program using the keyword **return.** Example:

def function(num1,num2):

return num1 \* num2

### Calling Functions

Simply write the name of the function followed by (), including any values that need to be placed into the brackets.

Example;

def function():

print("Hey")

function()

Continue to next lesson.
Hello, World!

### **Print**

The most basic statement that you are going to learn straight away is the ***print*** statement. In the most recent version of Python (Python 3), it is a function and so must be followed by parentheses. The print statement will take whatever is within the parentheses and output it into the python shell.

To print a string in Python 3, you will need to write:

print("Hello, World!")

This will result in a string being output to the shell with the words Hello, World!

### Indentation

If you would like to place a print statement within certain blocks you may be required to use indentations. These are identified as 4 spaces into the line but using tab works just as well. For example, this would be used in code such as:

x = 10

if x == 10:

*# Indented 4 spaces in*

print("x is equal to 10")

### Practise!

Now try to use the "print" command in your own Python scripts! Try to print the line "Hello, World!"

> This is the end of the first lesson, you should have an understanding on the print command and should be able to use it with ease now. Head to the next page for more knowledge.
>
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Production

in Interstellar Space: Genesis is used for for more than just the building things--through the  it is allocated between , , and , the latter of which can be used to increase  or various forms of .

## Production Sources

The primary source of  is  \*  \* . The latter can be increased by Empire bonuses, , , certain Technologies, , and . For a full list of your current bonuses, simply hover over the  icon on the Colony Screen.

Additional flat production bonuses can come from a variety of sources, the most important being  on .

## Production Pyramid

The  on the Colony Screen is used to allocate total  between the three basic types. Dragging the dot allows you to specify what percentage will be devoted to each, with the three icons to the left indicating both the percentage and total amount for each.

###

Construction is used to build , Ships, , or anything else in the Construction Queue. Some items in the queue will get additional bonuses from various sources--for instance, Ships get a bonus from the from a .

When nothing useful can be built at all, or in a reasonable time, it can be beneficial to set this to 0% to focus on increasing  and/or . This is especially true during the early period of a colony.

###

*Main Article: Infrastructure*

Infrastructure provides a per pop bonus to ; determines the maximum number of  the colony can have at one time; and allows selection of  each time it levels up.

###

*Main Article: Planetary Engineering*

Planetary Engineering can provide a bonus to  through . It can also be used to improve the hospitality of a planet through  or . With  and the  tech it can even be used to create new planets from  and Barren Planets.
Villains

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**Villains** are individuals who possesses extraordinary talents, supernatural phenomena, or superhuman powers and uses them in pursuit of a personal or professional objective that is usually at the detriment of the public, the greater good, and/or any other moral standard. As their actions usually cause community disturbance, Villains are actively opposed by Heroes who seek to curb the destruction the actions of villains cause.

A villain's motivation to break moral law varies; some break it as part of a personal pursuit of obtaining a goal (whether it be the ambition for power or the pursuit of revenge), others break it as a consequence of a professional occupation or task, others still will break it simply for kicks and for the thrill of "crossing the line" (due to a lack of empathy for anything beyond themselves) and there are others who are diagnosed as "Criminally Insane"; to whom laws like morality do not register due to mental instabilities.

"*.*"

—About Villains.

## Groups

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

The following is a list of signature villainous groups:

## See also

* Supportives
* Heroes
* Allies
* Anti-Heroes
Lists

Lists can contain any type of variables and can contain as many variables as you would like. Lists can be iterated as much as you want and is very simple to do.

To start a list you must use square brackets when making the variable like so:

List = []

To add to the list you can use the append() function like so:

List.append(10)

List.append(20)

Or you could just place the numbers in the list beforehand like so:

List = [10, 20, 30]

You can print certain IDs from a list at any point, starting from 0.

If there is 3 items in a list and you use the command

print(List[0])

It will print the first variable in the list.

Ensure you only print the ID of the variables you have in the list and no more otherwise it will error out.

Continue to the next lesson
Feudal

In a feudal form of government, the society is structure into three groups. At the top, the masters have absolute power; below them the warriors defend the masters' power in exchange for territorial control; and at the bottom are the masses who obey and pay due to everyone above.

Feudalism has a severe morale penalty until  are built, and slow assimilation. It has bonuses to military technology but penalties to all others. It has the advantage of a large negative pick cost.
Dictionaries

A dictionary is a data type similar to arrays, but instead works with keys and values instead of indexes. Each value that you store in a dictionary can be accessed using a key, which is any type of object, as opposted to using its index to address it.

A database of student scores can be stored in a dictionary like so:

scores = {}

scores["Bob"] = 10

scores["Brian"] = 5

scores["James"] = 0

However a better way would be to organise it like so if you already know the data:

scores = {

"Bob" : 10,

"Brian" : 5,

"James" : 0

}

print(scores)

### Iterating over dictionaries

Dictionaries can be iterated over but the order of the values are not stored in it. The following syntax is to be used to iterate over key value pairs:

for name, score in scores.items():

print("Score of %s is %d"%(name, score))

### Removing a value

To remove an index, use either:

del score["Bob"]

or:

score.pop("Bob")

Continue to the next lesson.
Python Homework Wiki

**The Python Homework Wiki!**

Welcome, this site will give you a starting level understanding of the Python programming language and is intended for anyone who wishes to learn the language. Click on any chapter that you wish to develop a greater understanding upon and follow the instructions. Have fun!

* **Hello, World!**
* **Variables and Types**
* **Lists**
* **Basic Operators**
* **String Formatting**
* **Basic String Operations**
* **Conditions**
* **Loops**
* **Functions**
* **Classes and Objects**
* **Dictionaires**
* **Modules and Packages**
Classes and Objects

Objects are like a box of variables and functions all in a single entity. Objects get their variables and function from classes. Classes are basically a template in order to create objects.

line = "Hello"

def function(self):

print("This is a message from within the class")

To assign the above class to an object you would need to have it as a variable.

myobject1 = MyClass()

Now the variable myobject1 holds an object of the class "MyClass" which has a variable and a function within it.

### Accessing Object Variables

To access the "line" variable within the class you would need to have to do the following:

myobject1.line

\*Outputs the line "Hello"\*

You can create multiple different objects within the same class if needed. Although, each objects is an independant copy of the class contents and so one object's contents are individual from the template's contents.

### Accessing Object Functions

To access a function inside of an object you simply need to assign a variable to the object like so:

myobject1 = Class()

Then you'll want to call the function by doing so:

myobject1.function()

\*Calls the function (.function is the name of the function, change it to whatever you have named your function within the object)\*

Continue to the next lesson.
Basic Operators

This will explain how to use basic operators within Python.

### Arithmetic Operators

These include operators such as addition, subtraction, multiplication and division.

You can add by using "+" in between two numbers.

You can subtract by using "-" in between two numbers.

You can divide by using "/" in between two numbers.

You can multiply by using "\*" in between two numbers.

### MOD and DIV

There are also operators that can return the remainder value of a calculation and can show you how many numbers fit into one number. MOD (Modulo) is a "%" symbol and DIV (Divison) is a "//"

Examples of this are:

remainder = 10 % 3

\*This would make the variable 1 as there is one left over when dividing 10 by 3\*

amount = 20 // 2

\*This would make the variable 10 as there are ten 2's that can go into 20\*

### Powers

Placing two asterisks in between two numbers will make the first number to the power of the second.

This means 7 \*\* 2 is 7 Squared (49) and 7 \*\* 3 is 7 Cubed (343)

Certain operators can be used with strings such as the "+" operator and can also be used with Lists to add two lists together.

Continue to the next lesson.
Greater Lowell United FC

*not to be confused with current NPSL team Greater Lowell Rough Diamonds*

Greater Lowell United FC is a defunct soccer team formerly based out of Lowell, MA. The team played in the NPSL for 3 seasons.

## History

Greater Lowell United was founded in 2013, joining the NPSL in the summer of 2014. Greater Lowell United also fielded reserve clubs in the Bay State Soccer League and the Massachusetts State Soccer League, as well as youth programs in the Lowell area.

### Ownership Schism and Merger

After the 2016 season, co-owner Andrea Gauntlett departed from the club. Gauntlett would retain the rights to field an NPSL team in the Lowell area and would go onto form Greater Lowell NPSL FC the following season. Manny Andrade became the sole owner of the club and announced his intentions to join the Champions Soccer League (CSL) for the 2017 season. The team did not field a team for the 2017 CSL season and its youth program folded into Abbey Villa Soccer Club.

## References

1. ↑ https://www.pitchero.com/clubs/greaterlowellunitedfootballclub/news/greater-lowell-united-football-club-enters-new-era-1742975.html
2. ↑ http://npsl.bonzidev.com/sam/standings/ss/schedule.php?v=3&divisionID=MjA5MzA=
Males

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**Males** (雄, *Jōyō*), are the biological term used throughout the many worlds, and beyond. They are a gender identity within the binary genders. **Men** is a term used for adults, and corresponds to the terms boy (for children), male (adjective) and masculinity.

"*.*"

—About Males.

## Overview

### Anatomy and Design

Children are born with penises and testes are often raised with the expectation that they will identify as men, although intersex children may also be assigned to this identity while possessing some but not all of the above characteristics, Men may be cisgender (assigned male at birth and identifying as male) or transgender (assigned female at birth, yet identifying as male).

Identifying as a man is often associated with male sex characteristics such as a penis, testes, narrow hips, a prominent Adam's apple and a low-pitched voice, as well as a masculine gender expression and gender role, but these are not neccessary, and it is still possible to identify as a man without them.

## External links

* Males *Wikipedia* — Wikipedia article on assassins.
* Males *MOGAI Encyclopedia*
* Males *Gender Wiki*