recursal/Fanatic-Fandom huggingface dataset:
Airlines

*This article is a stub. You can help SimAirport Wiki by expanding it.*

**Airlines** are companies who pay you to land airplanes in your airport. The prices paid are depending on your airport's pricing policy, which can be unlocked with research.

Certain airlines have different requirements before they will become interested in your airport. The most popular requirement is for more interest from passengers, though other airlines may require an upgraded runway, or for the airport to hire administrative staff.
Орда

**Орда** — боевое подразделение Алого Хора из игры Tyranny.

## Описание

Орда — грязное, распущенное и неумелое боевое мясо Алого Хора. Единственное преимущество этих "солдат" заключается в их количестве.

Когда Алый Хор захватывает город или деревню, проводится ритуал, известный как "отбор". Все здоровые мужчины, женщины, а иногда даже дети, вынуждены сражаться насмерть со своими соседями. Выживают лишь те, кто достаточно жесток, чтобы убить своих любимых за шанс присоединиться к
Орде. Там им дадут возможность получить имя, оружие и некоторую надежду на будущее.
Несломленные

**Несломленные** — фракция из игры Tyranny.

## Описание

Легион Несломленных когда-то был доблестной и прославленной армией королевства Оплот. Победы они считали лучшим доказательством своих умений и гордились тем, что никогда не претерпевали поражения на родной земле. После того как Эдикт Бурь уничтожил Оплот, превратив его в Могилу Клинков, едва лишь двадцатая часть сил Несломленных выжила, чтобы продолжить сражаться против Кайроса.
Airbus A320

The A320 is airbus' most successful aircraft and is the second most used aircraft behind the 737. It is a narrow-body twin engine airliner that can seat about 150 people. The plane was introduced in 1987 and was revolutionary because the pilot would be corrected by the flight computer and this was revolutionary. The A320 is the first of a series of aircraft which from smallest to biggest go like this: A318, A319, A320, A321. The A320 series has been redeveloped to the A320 Neo series (New Engine Option) These new A319s-A321s are quieter, efficient, and cleaner than their predecessors.
Воля Командора

**Воля Командора** — броня из игры Tyranny.

## Описание

Эти сапоги передавались среди солдат Севера, которым удавалось показать себя многообещающим лидером.

## Характеристики

Стоимость: 60

Легкая броня (Кожа)

Качество: Обычное

Отражение: 5%

Восстановление: +0,2 сек.

Защита при выходе из боя: +3

Очищающая победа:
(Пассивно)

Союзники (в области действия):

• Устранение негативного эффекта при убийстве
Эликсир стойкости

**Эликсир стойкости** — расходуемый предмет из игры Tyranny.

Стоимость: 20

## Описание

Эликсир стойкости улучшает способность справляться с трудностями — как физического, так и ментального характера.

Кузнецы Скованных Горном создают и поддерживают связь с изготавливаемым предметом посредством концентрации и силы воли — в процессе их работы малейшее отвлечение может оказаться фатальным. В отличие от подлинных мастеров, ученики Скованных Горном периодически прибегают к внешним источникам сосредоточения, когда им нужно поработать в спокойной обстановке.

## Характеристики

Цель

• +1 к Стойкости
Печать Вершителя

**Печать Вершителя** — аксессуар из игры Tyranny.

## Описание

Печать Вершителя судеб используется для нанесения на документы сигила Тунона. Она выглядит скромно, но представляет правовое одобрение Кайроса. Сам ее вид в руках владельца окружает его властной аурой.

## Характеристики

Стоимость: 24

Аксессуар

Качество: Хорошее

Упорство:

• +2 к Стойкости
Бронзовый кинжал

**Бронзовый кинжал** — оружие из игры Tyranny.

## Характеристики

Стоимость: 1  10

Одноручное оружие

Качество: Обычное

Урон: 6-8 Рубящий (базовое значение: 7-9)(урон/сек.: 8) / Парирование

Точность: +12

Восстановление: 1 сек. всего

Навык(и) боя: Одноручное оружие (34)

Стоимость: 1  10

Одноручное оружие

Качество: Обычное

Урон: 7-9 Рубящий (урон/сек.: 2,22) / Парирование

Точность: +12

Восстановление: 3,6 сек. всего

Навык(и) боя: Одноручное оружие (81)

Стоимость: 5  50

Одноручное оружие

Качество: Хорошее

Урон: 8-10 Рубящий (урон/сек.: 2,5) / Парирование

Точность: +15

Восстановление: 3,6 сек. всего

Навык(и) боя: Одноручное оружие (81)

Стоимость: 14  30

Одноручное оружие

Качество: Превосходное

Урон: 9-12 Рубящий (урон/сек.: 3,24) / Парирование

Точность: +19

Восстановление: 3,4 сек. всего

Навык(и) боя: Одноручное оружие (51)

Стоимость: 27  50

Одноручное оружие

Качество: Выдающееся

Урон: 11-15 Рубящий (урон/сек.: 3,61) / Парирование

Точность: +21

Восстановление: 3,6 сек. всего

Навык(и) боя: Одноручное оружие (81)
Зелье невидимости

**Зелье невидимости** — расходуемый предмет из игры Tyranny.

Стоимость: 50

## Описание

Разведчики используют зелье невидимости для незаметных перемещений. Действие зелья проходит со временем или при получении урона.

Служба военной разведки Кайроса в течение долгого времени изыскивала способы максимально незаметного перемещения. В конце концов решение было найдено в животном царстве. Данное зелье изготавливается на основе вытяжек из образцов шкур и удаленных желез животных, способных к природной маскировке. Употребление зелья дает маскирующую раскраску, благодаря которой вас становится сложно отличить от фона в течение всего времени действия эликсира.

## Характеристики

Цель

• Невидимость в течение 60 сек.
Гнилострел

**Гнилострел** — расходуемый предмет из игры Tyranny.

Стоимость: 1  40

## Описание

Семена гнилострела увеличивают силу, если хорошенько их разжевать. Правда, в качестве побочного эффекта солдат на какое-то время впадет в состояние воинственного бешенства.

Эти семена собирают в джунглях на восточной оконечности владений Кайроса и поставляют войскам по всей Империи. Хоть они и приносят неоценимую пользу в бою, длительное потребление семян приводит к импотенции. Именно из-за этого досадного недостатка растение и получило свое название.

## Характеристики

Цель

Эффекты: На себя:

• Воздействие: Ярость в течение 120 сек.

• +4 к Силе в течение 120 сек.
Певчий Крови

**Певчий Крови** — боевое подразделение Алого Хора из игры Tyranny.

## Описание

Певчие Крови — магические войска Алого Хора. Певчие Крови практикуют жестокую и примитивную магию — в основном они используют магию огня, украденную у Школы Дикой Ярости, и заклинания страха и исступления, основанные на изучении таланта Сирин, Архонта Песни.
Могила Терратуса

**Могила Терратуса** — луна из игры Tyranny.

## Описание

Могила Терратуса — большая из двух лун Терратуса, владыка приливов этого мира.

Название ей дали жители восточных земель, где она никогда садится за горизонт — зато каждый день за нее, словно опускаясь в могилу, прячется солнце.

Могила Терратуса очень важна для Школы Приливов — маги умеют с ее помощью управлять приливами, а также собирать ее свет и использовать его в бою.
Железные Ходоки

**Железные Ходоки** — боевое подразделение Опальных из игры Tyranny.

## Описание

Железные Ходоки — самые смертоносные бойцы легиона Опальных, огромные мужчины и женщины, с головы до ног закованные в толстую железную броню.

Основную часть времени Железный Ходок проводит в центре фаланги, готовый укрепить стену щитов своих братьев, если сквозь нее прорвется враг. Когда фаланга приближается к важной цели, Ходоки приказывают разомкнуть стену щитов, прорубаются сквозь ряды врага и уничтожают угрозу.
Auto Chess

Mode(s) | Player Vs Player

Auto Chess is the Most Engaging Game of 2019!

## Innovative gameplay

This is an innovative gameplay created by Drodo. By collecting/changing Hero cards, and arranging different formations, 8 chess gamers will be contending for the first prize in the following tens of minutes. Millions of players are challenging each other every day, and, it has become one of the most popular leisure gameplays nowadays.

* Fair Play: Make a real fair-play game! The World e-Sports Games are created by Dragonest Co.Ltd., Drodo, and lmbaTV. Million Prize Pool awaiting!
* Strategy Rules the World: Players will randomly get their Heroes in the Sharing Cardpool, and form special formations according to their unique strategies. Evolution, combination, jockey for position etc. enable you to practice your strategies to the greatest extent. Who will be adaptable to the changing tide and survive till the end?
* Global Server: No matter where you come from, welcome to our world and challenge players from all over the world!
Experimental Patch Notes (22 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 22, ~8:38PM

* Optimizes tile map rendering performance, reducing memory usage by up to 90%
* Fixes the issue with saves sometimes failing
* Fixes the issue sometimes preventing “selected object dialog” buttons from being clicked
* Adds a fix for fired staff stuck in the corner of map
* Slightly increases the distance passengers can grab their bags at carousels
* Shortens the gate name in Flight Status dialog
* Greater contrast to primary scroll bar handles
* Fixes an exception when moving a flight with the cancellation dialog still open
* Prevents vehicle passenger spawning while the game is paused
* Improves the reliability and logging of the thread runner code
* Temporarily disables potentially problematic validation that runways must be able to reach all gates; will re-enable with a safer, faster version later this week

**Note**: We resolved several issues in this patch that could have lead to crashes; it's still possible however that there is another bug remaining as a crash culprit as well. If you do experience any crash after this patch, please continue to send in all information that you can -- ideally at least both your save & log -- so that we can get it found & fixed ASAP.

Small request -- when sending in saves & logs, we'd appreciate if you could add a link to the relevant thread/discussion, or a brief description in the body, that way we know exactly what we're looking for when reviewing a given bug report's data. =)

Thank you!
Секущий удар

**Секущий удар** — способность из игры Tyranny, относится к специализации Двуручный меч.

## Описание

Стремительная атака, бьющая по всем противникам в конусе поражения.

## Характеристики

Перезарядка: 30 сек.

Урон: 6-9 Рубящий/Колющий (базовое значение: 12-16) (х0,8 Основное оружие) / Уклонение

Радиус: 2,25 м

Дуга: конус 210°

Подходящее оружие: Парное оружие, Метательное оружие, Одноручное оружие, Двуручное оружие, Безоружный бой
Experimental Patch Notes (5 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 5, ~10:28 PM

* Minor performance improvement to luggage spawning
* Adds an optimization to the road island cache
* Fixes a bug that could result in Storage Shelf showing the wrong sprite/state
* Fixes a bug that could result in stuck workers, projects, and/or supply truck [when processing jobs near at-capacity zones]
* Fixes a bug when canceling a project before the indicator animation is complete
* Supply Trucks will now spawn (assuming any piles are pending delivery) even if Deliveries zone is removed or at full capacity, for better visibility into idle workers waiting on that truck’s supplies
* Supplies pending delivery from canceled construction projects will now sometimes be reallocated to new projects (terrain only)
* Fixes Urinal "back" facing
* Fixes Ramp Agent sprites
* Improves flight distribution when spawning departing pax
* Adds a few new 'Bench B' combos, 2 and 3 seats
* Adds Fountain Display A/B objects, environment objects
* Reduced the environment effects from some existing decor objects

One random request, something that we're interested in hearing general feedback on, would be the Object Placement Menu/Selection UI -- we have a number of additional seating options & configurations ready to be added, the main thing stopping us is that we don't want to overload or clutter the object menu. We've considered a "hover sub menu" or similar, though it's a bit 'awkward' to use from our testing so far; we're curious if there are any great ideas out there, or if you've played any games that have done a great job with object/build tool organization. We'd love to hear your ideas and even see some examples! =)

Thanks everyone -- we'll have more for you soon!
System requirements

*This article is a stub. You can help Auto Chess Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Auto Chess*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

* OS: Windows 7,8,10
* Processor: Intel i3
* Memory: 2G
* Graphics: Intel UMD Graphics 630 (128MB)
* Storage: 4 GB

## Minimum requirements

* OS: Windows 7,8,10
* Processor: Intel i7 or AMD with the same performance
* Memory: 8G
* Graphics: NVIDIA GTX 970
* Storage: 20GB
How to play guide for Auto Chess

*This article is a stub. You can help Auto Chess Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Auto Chess***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.
Patch Notes (19 March 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

* Fixed some vehicles getting stuck when inbound
* Fix z-order of Body Scanner after loading game
* Passenger Pickup timeout added; set at 1 hour, passengers will walk off map afterwards
* Garbage truck rescheduled, now midnight instead of noon
* A few conveyor bag movement improvements (no lag fix yet, still debugging; accepting maps w/ issue)
* Boarding timer now accounts for multiple gate agents & desksThe Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

* Fixed wall shadows not showing up initially after starting a game
* Fixed vertical runway numbering
* Fixed metal detector facing on the default starter map
* Fixed a bug that prevented vehicles from properly re-routing due to traffic
* PlacementIndicator / WallPolygon performance
* Temporarily disabled weather/rain effect (performance)
* Pickups now flush faster / more per vehicle (Bus capacities increased)
* Temporarily disabled passenger cafe behaviors for revision
* Misc. performance improvements, including some construction improvements
* Queue and non-queue timings tweaked slightly
* Sound effects update for runway IDs
Experimental Patch Notes (7 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 7, ~10:29 PM

* Adds Minimum Runway Size restrictions to aircraft
* Aircraft hovers on the Airline "Detail" UI now shows req'd gate & runway size
* Aircraft pathfinding "look-ahead" increased to better navigate larger maps
* Adjusted several early-game airlines to provide for more small aircraft flights
* Added additional pre-defined filtering categories to UI build menus
* Fixes a problem with buses failing to complete a go-around pickup (if pickups zone is placed before drop-offs)
* Fixes pax stacking when waiting for an object — should always be aside not on it
* Fixes arriving aircraft briefly appearing at (0,0)
* Updates the "money changes" to be less distracting (smaller font, up to 10 most recent entries)
* Slightly improves the gate-aircraft docking alignment
* Fixes aircraft position being reset when deserializing into initial approach, landing, and takeoff states
* Fixes a bug that could result in aircraft backing off of gate temporarily and/or docking backwards after loading a game where it just finished parking
* Improves the workshop integration to show more detailed status for help in diagnosing failures

## Undocumented Patch Notes

* This patch changed the sorting categories for the build and objects menus. The build menu is now sortable by *floors*, *tools*, and *roads*. The objects menu is now sortable by *decor*, *retail*, *structures*, *ops*, *seating*, and *comfort*.
Auto Chess Wiki/Top section

Welcome to *Auto Chess* Wiki
the *Auto Chess* guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Auto Chess

Based on the success of their *Dota Auto Chess* mod, Drodo Studio has developed the standalone title Auto Chess, to be released as an Epic Games exclusive title. By collecting/changing Hero cards, and arranging different formations, 8 chess gamers will be contending for the first prize in the following tens of minutes. Millions of players are challenging each other every day, and, it has become one of the most popular leisure gameplays nowadays.

Content

Locations

Characters

Items
Experimental Patch Notes (12 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 12, ~2:24 PM

A smaller patch for you early today -- we've got more that we're working on & it's just about ready, we'll have it out to you as soon as we can! In the meantime, we wanted to go ahead & get these fixes out. Thanks everyone, keep the feedback coming!

* Fixed cashflow finance graph, shows up to the prior 30 days of data
* Fixed a MFS w/ custom gate names, occurred when having large number of gates
* Fixed a bug that prevented dragging modals that were partially off-screen
* Modal windows that have their 'drag handle' off-screen will now re-position themselves so that their drag handle is at least partially on-screen
* Adds a number of new floor materials / decorative flooring designs
Experimental Patch Notes (26 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

We've got plenty more in store for you this round, but we wanted to get a few improvements out to you sooner than later, including "Standby Gates" -- which should add a lot of gameplay & scheduling options. Plenty more things still to come this round, much of it in the works already, but hopefully this will add some new depth to your gaming this weekend! =)

**Experimental Patch Notes**: May 26, ~5:02PM

* Optimizes sector generation code, slightly improving performance during active construction
* Fixes Decorative Tree — should block object placement, and allow flooring changes w/o removal
* Fixes a bug that could result in manually unloaded baggage being unreachable (adjacent security zone)
* Fixes a leftover shadow bug when removing walls
* Fixes the delay in updating wall sprites when ‘attach to wall’ object nearby

**Allows building disjoint taxiway networks**

* Instead of everything being required to be connected to one 'network', multiple separated networks will now work. Adds additional “road island” cache and improved heuristics for aircraft spawning, gate/runway functional checks, and baggage car job reservation.

**Adds “Standby Gates” as a new research item**

* Allows you to define gate failover options that will be used in the event that a flight’s original gate is not available at the scheduled arrival time. If necessary, passengers will backtrack to a different wing of the airport to reach the new gate agent desk(s), though this effect is nearly immediate and is not yet correctly modulated according to the “Information” effect.

Thanks everyone -- as usual, we'll be back with more soon!
Auto Chess Wiki

AutoChess Moba is a brand new MOBA game that has been launched as a pre-registration by the AutoChess Moba, and here you have a game that comes with free heroes and an asymmetrical map on it. This will be an arena-based game where you will be put into 5v5 PVP gameplay, and it has been inspired by the Autochess: Origin with a change for its genre.
Experimental Patch Notes (2 July 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: July 2, ~8:02PM

* Changes from Edge prior to today are now on this branch & are re-iterated below...

* Conveyor Changes -- By popular request! =)
	+ Conveyors inbound to a hub (blue, labeled with an "H") can now have 3-way intersections
	+ Conveyor sections with a 3-way intersection will only be allowed to connect to other "to hub"/blue sections
	+ The pink ("R") side of the network is unchanged, does not allow intersections

* Fixes the UI money hover not limiting the number of recent transactions displayed
* Fixes a sprite error on very large land expansion area indicators
* Resolves the issue with road construction sometimes not completing
* Fixes one issue with sectors job sometimes not completing successfully that could result in an inconsistent map state that shows everything non-secure, all zones failing validations, etc.
* Slightly optimizes sector generation
* Fixes recent transactions not limiting properly in the top UI hover
* Fixes an issue that could cause projects to re-allocate supplies incorrectly
* Fixes an issue that rarely prevented sector generation from finishing
* Fixes several thread-safety related issues
* Fixes the issue that caused sectors to generate incorrectly in some cases; this sometimes resulted in secure areas being incorrect, bad paths/through walls, etc
Experimental Patch Notes (24 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 24, 5:34PM

* Fixes the transit capacity estimate to respect the user-defined interval values from the operations menu
* Reduces the max number of passenger waiting for LRT; while waiting they will not incur increment needs so as to mitigate an uncontrollable satisfaction penalty
* Fixes an issue that could result in Golf Cart getting stuck indefinitely while unloading baggage, if construction jobs are completed at the same time
* Fixes an issue that could result in assignment lines not being visible when editing assignments
* Fixes a bug allowing assignment of gates to more than 1 depot
* Fixes an issue causing Fuel Truck to attempt to actually do something [lol]
* Fixes an issue with canceled gate construction not properly unregistering from the full gate list
* Fixes an issue with the full Baggage Car list not being cleanly reset when loading games
* Adds a fix for queues that could result in cyclic behavior of pax or otherwise getting stuck
* Fixes a null reference in daily report builder
* Should fix a race condition in Baggage Car job assignments that could result in stuck planes from tasks never initiated
Steam Trading Cards

**Steam Trading Cards** are virtual cards earned by the player for playing the game on the *Steam* platform. After collecting all 8 trading cards, a badge can then be crafted and the player will receive: the next badge level, Steam XP, potential profile backgrounds, and emoticons. Steam Trading Cards can be obtained through playing the game, in which the player will receive free card-drops over a period of time, as well as buying them from the Steam Marketplace, or by trading with other players.

Support for Steam Trading Cards was implemented alongside an experimental patch released on 30 May 2017.

## Trading Cards

**Regular Cards**

* Workman
* Pilot
* Cafe Worker
* Security
* Ramp Agent
* Shop Keeper
* Gate Agent
* Janitor

**Foil Cards**

* Workman
* Pilot
* Cafe Worker
* Security
* Ramp Agent
* Shop Keeper
* Gate Agent
* Janitor

**Booster Packs**

* 3 Trading Cards

## Badges

After collecting all 8 trading cards, the player will be given the option to craft the next badge in the series.

The regular cards have 5 badges, and foil cards have 1 badge that can be crafted.

* Level 1
First Time Flier
* Level 2
Overnight Flight
* Level 3
Cross-Country Flight
* Badge r level 4.png

Level 4
??
* Level 5
Airport Aficionado
* Badge f level 1.png

Level 1 (Foil)
??

## Emoticons

After completing each trading card set, there is a chance that the player will receive an emoticon.

* Common
:luggage:
* Common
:saburger:
* Common
:sapassenger:
* Uncommon
:saplane:

## Backgrounds

After completing each trading card set, there is a chance that the player will receive a profile background image.

* Common
Checking In
* Common
Great Trip
* Uncommon
Baggage Claim
* Rare
Ready to Fly
Experimental Patch Notes (18 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 18, 8:25PM

* Fixed an issue with needs calculation cache returning invalid results (“all 1.000”, “2.000” etc)
* Adds scroll speed scalar to P&L dropdown
* Update the welcome dialog and add a new Help screen
* Fixed a bug where passengers could try to use objects in unreachable secure areas
* Tweaked hunger needs/objects
Security

*This article is a stub. You can help SimAirport Wiki by expanding it.*

This article is about the staff member. For the zone, see Security (Zone).

 Title:
 Price
 Daily Wage
 Hourly Wage
 Type

Security are responsible for keeping the airport safe. They will mainly operate in the Security (Zone) and will check bags, identification, and scan passengers before they board a flight. Security personnel operate the following game objects: Bag Scanner, Body Scanner, ID Check Stand,
Metal Detector & Remote Security Station.
Experimental Patch Notes (10 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 10, ~10:31 PM

* Hotfix: Resolves a bug that in-UI aircraft to be invisible
* Hotfix: Resolves a bug that caused in-play aircraft to be invisible when loading existing saves
* UI Categories added & updates for several objects and build tools
* Revises the gate docking animation, should be impossible to ever get stuck now & consistent speed in game time
* Hotkeys U, P, & I now correctly toggle dialogs vs only showing them
* Transit Capacity report now not paired with MFS dialog, is accessible only in Reports menu
* Resizing the MFS dialog will now expand right/down only, vs in all directions
* Adds scroll speed scalar to Research menu
* Moves 707+737 to medium runway, 767 to large gate, updates runway descriptions, un-reverts the removal of the size restrictions (unintentional)
* Optimizes the Aircraft sprite texture loading; reduces startup memory usage significantly
* Adds a new research item for “Operations Control Panel” that allows editing of bus, garbage, retail, and light rail service intervals
* Bus, Retail, and Light Rail services now cost a fixed fee per spawn, as an inhibitor to scheduling them as frequently as possible / partially tuning late-stage gameplay
* Adds 'Daily Cashflows' financial graph report, unlocked via CFO
* Re-enables weather effects, is now updated and optimized; uses new 'weather systems' implementation for more realistic, predictable & forecastable weather patterns. Will see further improvements in the future including wind being more tightly incorporated, forecasting abilities/report, and gameplay impact (go-arounds, delays/cancellations, etc).
Experimental Patch Notes (31 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 31, ~9:46 PM

* A few fixes related to LRT system (stuck, MM900, etc)
* Hides a few developer tools that accidentally made it in
* Fixes local offset of laptop/phone sprites
* Fixes some objects not repositioning properly after a nearby wall is built
* Master flight scheduler time header row is now fixed position at the top when scrolling vertically
* Janitors will now prioritize emptying garbage bins over cleaning floors or removing garbage bags
* Fixes an issue that could result in premature cancelation of flights
* Fixes an issue with gate docking animation sometimes not completing, resulting in stuck aircraft
* Fixes an issue with passengers sometimes walking outside or through secure areas when crossing “U”-shaped sectors
* Fixes an issue with passengers sometimes getting stuck at a wall after being pushed off course by other agents
* Adds a placement indicator when drawing queues
* Fixes the implementation of zone minimum dimension requirement/validation
Patch Notes (8 March 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

Hey everyone! Hope you're having a great Wednesday/Thursday so far! We have been really busy tonight fixing up some of the more annoying bugs that have been plaguing people. As always we are listening and we are taking notes, please report every bug you find so we can make sure it gets taken care of. Do feel free to check the Steam Community first though just to make sure you aren't reporting too many duplicate bugs!

Patch one:

* Metal detectors on default map now face the correct direction
* Airport pricing will now stay the same with saved and loaded maps
* "Start from Scratch" mode now starts with +$500k over original starting funds
* Available flight listing when using a smaller UI bug has been solved
* Schedule editor will now show aircraft info and capacity
* Passengers should no longer walk away with their Cafe tray
* Cafe inventory deliveries are now fixed
* Income for Cafes are now batched into hourly payments

Patch two:

* Passengers should no longer get stuck on walls

**As with most patches we would recommend starting a new game whenever a large patch comes out to hopefully clear up any bugs that might have been solved.**

**Please check back throughout the day to see what we've fixed or changed. All reports will be taken into consideration so please keep them coming!**
SimAirport

*This article is a stub. You can help SimAirport Wiki by expanding it.*

Simairport.gamepedia.com / simAirportWiki / contact-us

## What is SimAirport all about?

**SimAirport** is a tycoon‐style simulation game that challenges you to design, build, and manage the operations of your very own airport. Airports have many moving parts, and each system is constantly interacting with others ‐ it takes more than you may imagine to get passengers from Point A to Point B.

## How does the game work?

* **Unlimited Possibilities:** You have 100%, full & complete control
* **Deep Simulation:** Everything is individually simulated, from check-in to departure
* **Realistic Fun:** As realistic as possible ‐ yet addictively fun
* **Terminal to Tarmac ‐ YOU ARE THE BOSS!**

## But Wait! There's more!

* **Systems Based Gameplay:** Everything has a purpose in SimAirport; nothing is purely aesthetic. Increase passenger happiness, add queues to speed up security, and assign extra desks to board the big jets! Everything you do counts in the challenging gameplay that is SimAirport.
* **Top Notch Simulation:** Our team has knocked it out of the park. Each and every detail; individualized passenger desires, underground baggage systems, customizeable schedules, and even the contents of the dumpsters! Nothing has been overlooked.
* **Beautiful Graphics ‐ by Alice Bessoni:** Sporting a top‐down, 2D‐perspective, you are able to appreciate every little detail ‐ whether you play from a bird's eye view, or zoomed in to the max.
* **Steam Early Access ‐ You Can Play Today!** You can pick up SimAirport and start build your airport right now! By joining early, you will be able to engage directly with the developers who are actively participate daily in the discussion and who listen and act on your feedback. Check out SimAirport on Steam!

## External links

* Official Website
* SimAirport on Steam
Лазурь

**Лазурь** — локация из игры Tyranny.

## Описание

Лазурь была самым большим из Молодых Королевств — ее обширные плодородные равнины простирались на огромные расстояния. Номинально Лазурью правила королева, фактически же страной управлял союз баронов, которые владели фермерскими землями — а заодно и работавшими на них людьми и зверолюдами.

Лазурь пала под натиском армий Кайроса в 431 году ИИ, после того, как Архонт Каирн восстал против Владыки. Кайрос провозгласил Эдикт, уничтоживший эти богатые и плодородные земли сокрушительными землетрясениями.
Patches

**Patches** were introduced on 7 March 2017, along with the Steam release of the game. They are posted in the News section of the game's Community Hub page on Steam, and contain information regarding recent updates; such as bug fixes, graphical improvements, and new features.

Before patches are released to the main build, smaller patches without release notes are published to the experimental build of the game. After a substantial change to the experimental version is reached, patch notes for all minor updates are released at the same time. After the experimental version is deemed stable enough, the main game is updated. The developers usually release updates for the game every few days.

On 15 June 2017, the edge branch of patches was added. The concept behind this new branch is to allow "larger-scale changes [to have] their own branch for preliminary testing and feedback prior to moving them over to the Experimental branch"

# List of Patches

## Alpha

### 2017

* 26 June
* 21 June
* 20 May
* 21 April
* 19 April
* 1 April
* 25 March
* 21 March
* 19 March
* 17 March
* 15 March
* 14 March
* 13 March
* 11 March
* 10 March
* 9 March
* 8 March
* 7 March

### 2017

* 6 July
* 2 July
* 28 June
* 26 June
* 19 June
* 18 June
* 16 June
* 15 June

### 2017

* 2 July
* 30 June
* 28 June
* 26 June
* 24 June
* 23 June
* 22 June
* 20 June
* 19 June
* 12 June
* 10 June
* 8 June
* 7 June
* 6 June
* 5 June
* 4 June
* 3 June
* 2 June
* 1 June
* 31 May
* 30 May
* 29 May
* 26 May
* 23 May
* 22 May
* 21 May
* 20 May
* 18 May
* 17 May
* 16 May
* 15 May
* 14 May
* 13 May
* 11 May
* 9 May
* 8 May
* 3 May
* 1 May
* 29 April
* 15 April
* 4 April
* 27 March

1. ↑ http://steamcommunity.com/app/598330/discussions/3/2119355556480309774/
Need

*This article is a stub. You can help SimAirport Wiki by expanding it.*

All passengers in your airport, both arriving and departing, have various psychological needs which should be catered to. Passengers will attempt to accomplish their need if the activity is possible. If not, their need will increase.

## Viewing Needs

You can view average passenger needs by hovering over the *Passenger Satisfaction* button along the top of the screen. The tooltip will display a list of all needs, in ascending order from the least to most satisfied needs. Beside each need is a percentage value, representing the percentage of passengers who are satisfied in this need. A value of 100% means that all of your passengers are satisfied with the need.

You can also view an individual passenger's needs by hovering over the passenger. The list of needs will be displayed in descending order from the most to least required needs. Passenger needs are measured as floating point values between 0 and 1. If a passenger's need is 0, it means that their need is completely satisfied. On the contrary, a passenger need value of 1 means that it is desperately desired.

## List of Needs

The following is a list of passenger needs.

## Bugs

* (Fixed) The *Passenger Satisfaction* tooltip currently does not translate the names of needs, instead representing them as their variable names.
Experimental Patch Notes (13 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 13, 8:20PM

* Full support for 'Security Wings', now works for Lifecycle & other needs
* Added 'Area Sell' tool, allows you to mass-sell supply boxes that are eligible for sale
* Added 'Male Restroom' and 'Female Restroom'; removed generic/unisex 'Restroom'
* Added Urinal object for Male Restrooms (Known: does not yet have back view)
* Adds two new research items: 'Bank Loans II' (increases max loans) and 'Lower Interest Rate'
* Misc. AI adjustments and improvements
* Fixed a bug that caused infrastructure costs to be deducted prior to construction completion
* Fixed a bug where Dismantle finished early for Walls in some cases
* Fixed a bug that caused the camera to 'jump' at low framerates
* Fixed a bug that could cause a specific passenger behavior to rarely result in a stuck pax
* Fixed a misc. bug that caused Roads to not be properly cached upon loading a save and in some other rare cases
* Fixed a bug with the Small Bar not properly validating or blocking construction, could cause stuck pax
* Fixed several types of stuck passenger bugs related to general AI improvements
* Fixed a bug with Workshop preview description text overflow
* Save & Load Game menus now update the list of saves 'live' without closing & re-opening the menu
* Handled Workshop condition when internet access is unavailable
* Fixed a bug with 'temporary' Workshop file path being used as most-recent save path
Loans

*This article is a stub. You can help SimAirport Wiki by expanding it.*

**Loans** are a feature in the game which, after being researched by the CFO, allows the player to borrow money from the bank and then pay it back periodically (or in one deposit, depending on the player's choices), which makes it a replica of a real-life bank loaning system.

## Functionality

Loans must be researched before being used. This is part of the financial branch of research and requires the researching and hiring of a CFO (Chief Financial Officer). The loans functionality can then be accessed by using the loans menu located at the centre of the top of the game.

## Layout

The layout of the loans screen is as follows:

* A slider situates and displays the current loan and how much it yet to be payed back.
Experimental Patch Notes (19 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 19, ~7:21PM

* Hotfix at 7:21PM: Fixes hangar issue; temporarily adds CTRL+O Research Cheat
* Originally Released at ~4:13PM, below
* Baggage Cars that are idle & nearby now pick tasks up before cars that are further away
* Code for Baggage Cars refactored; intended to be less prone to 'stuck', able to recover more easily
* Runway marking positions fixed to properly account for wind+rotation, size 'offset'
* All changes from the "Edge" branch incorporated into the Experimental branch.
* Both Experimental and Edge branches are now identical
* **NOTE: Save game files are unfortunately NOT backwards compatible. You should begin a new save game.**
Experimental Patch Notes (23 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 23, ~10:07PM

* Fixes an issue resulting in unnecessary cache invalidation during object placement
* In the case of multiple standby gates at a given point in time, aircraft now prefer the smallest backup gate available instead of using the first found
* Fixes a pathfinding bug that could allow secured passengers to find routes to secure targets via nonsecure sectors
* Fixes the placement validation bug on conveyor-related objects (after canceling, position was unusable until game load)
* Fixes Janitors not appearing in the staff manager
* Fixes Golf Cart appearing underneath gate pavement
* Fixes a bug with the appearance of runway approach indicator lights
* Right-mouse click now cancels dragging state for most build tools (e.g. terrain, zones, etc), and/or deselect a selected build item (vs always having to press Escape)
* Updates the MFS, accepted flights now go into an "Unscheduled" queue for you to schedule from there; few other misc. improvements & tweaks to MFS
* Adds ability to right click prioritize construction projects via right-click context menu on pending construction
Patch Notes (7 March 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

Another day another bit of patches! The team has decided that from now on we'll be working on patching in groups as opposed to the usual gigantic patch at the end of the day that many users may be used to.

We would also like to take this time to make it very clear that we are loving the feedback being given, both good and bad! Did your Passenger hop off a plane upside down? Report it! Barista decided to run circles around a table? Report it! Have a problem with how something is working? Report it! We are here for the community and we'll be sure to do our best to make sure all reports are treated with the same level of care and concern as you all feel they should be.

**Patch one:**

* Added “start from scratch” option to the new game menu
* A good majority of the conveyor/utility construction options got fixed
* Placement indicator should be fixed from this point forward

**Patch two:**

* Additional conveyer fixes. Bug affecting color coding of UI helpers resolved. Misc. Conveyor system improvements & usability fixes.
* Conveyor systems now need to be connected underneath the arrow of the machine you're connecting to.
* Save/load game issue caused by RunwayUpgrades resolved
* Research can now be completed in Sandbox mode regardless of financial status
* Stuck construction worker lag fixed
* Save/load game fix related to airlines that cancelled a contract
* Security corridor lookup/cache issue that caused cascading errors, could freeze passengers or cause other issues
* Food vending machines now properly credit/pay you (once per hour)
* Vsync can be toggled on/off indepedently from graphics setting used

**Patch three:**

* Added sound sliders to preferences; both master volume and crowd volume
* Bug preventing staff from being fired fixed
* Fixed bug that made passengers wander to their aircraft from outside the building
* Baggage bug fixed
* Utility/conveyor demolition glitch patched
* Bug resulting in trash not being taken out corrected
* Sandbox Mode will no longer automatically end the game after two days of bankruptcy
* Fixed utilities issue that occurred if two utility-connected objects had their connection-point at the same location (no longer allowed)
* Misc. loan bug fixed

**As with most patches we would recommend starting a new game whenever a large patch comes out to hopefully clear up any bugs that might have been solved.**

Please check back throughout the day to see what we've fixed or changed. All reports will be taken into consideration so please keep them coming! You all are amazing and even though it's just the second day since release the overwhelming support has been nothing short of loved by the team!
Foundation

Foundations are the base for everything you build. Placing a foundation will create a floor surrounded by walls. If you wish to build a second floor, you also need to use foundations. Also don't forget that you need a foundation on the ground floor first, before you can build a second floor on top.

Foundations are also needed on the floor under baggage infrastructure (e.g. Baggage Carousels or Baggage Depots).
Эдикт Казни

**Эдикт Казни** — разновидность мощнейшей магии из игры Tyranny.

## Описание

В год 431 ИИ Владыка огласил Колодцу Вендриенов Эдикт: "Те, кто бросает вызов Нам и нашему Справедливому Порядку — изменники Нашей Империи. Те, кто не может призвать предателей к ответу — не меньшие предатели в Наших глазах. Пусть наши войска докажут свою добрую преданность и заберут Колодец Вендриенов у тех, кто противится Нашей Воле. Если Наш представитель не займет Зал Вознесения в Наш День локтя Мечей, все в Колодце Вендриенов примут свою смерть".
Experimental Patch Notes (4 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 4, ~6:05 PM

* Fixes Land Expansion issue where roads were not always created when expanding 'north'.
* Added 'save fixing' code to Research Queues, resolves issue retroactively for any [re-]saves that were made during the time the bug existed (approx. June 1-2).
Build

The **Build** tool, short for *Buildings & Terrain*, allows players to construct foundations and walls for their airport, which later allows for the building of zones which can only be built indoors.

The build menu is split into two sections: floors, tools, and roads. The floors section contains a list of floor tiles which can be built indoors to increase passenger satisfaction and movement speeds. The tools section contains necessary building tools for the airport, such as foundations and walls. The roads section contains roads and taxiways.

## Floors

The floors section of the build tool contains a selection of floors which can be built inside the airport. Floors cannot be placed outdoors, and cannot be placed on top of pending construction projects. Having floors around an airport will increase passenger satisfaction levels, particularly the environment need.

Different variations of floors include: carpet, stone, wood, and simply generic floor.

## Tools

The tools section of the build tools contains all necessary tools to build the foundations for an airport, as it allows players to construct "indoor zones" which are required by some zones and objects.

## Roads

The roads section contains all objects necessary for traffic (both ground and air) to navigate the airport - containing both roads and taxiways.

## Additional Tools

The build menu also contains three other tools: area sell, clear, and demolish.

**Area sell** will sell any supply objects that are within the area selected by the player. This includes dismantled objects, and objects sat in delivery zones.

**Clear** will remove any objects and walls that are within the area selected by the player. This tool will not remove any flooring that has been placed.

**Demolish** will remove any walls and floors, stripping them down to grass. It is important to note that the game will not allow you to use the demolish tool if you are selecting the first coordinates of the demolish zone in an indoor area. If you want to demolish an indoor area, you must first start by dragging the demolish tool from an outdoor area, or use the clear tool.

## Changes & Updates

* Following an undocumented update in the experimental patch released 7 June 2017, the build menu became sortable by *floors*, *tools*, and *roads*, rather than simply *floors* and *tools*. This update also removed the fence object from the *tools* category, leaving it uncategorised alongside the window object.
	+ In a patch released on 7 June 2017, the window object became categorised as a *tool*, however the fence object was still uncategorised.
Security (Zone)

The Security Zone is a Zone to Check Passengers IDs, Carry On Luggage and Objects on the Passengers in question.
The Security Zone is required to be indoors and in an semi-enclosed space.
The Security Zone requires an ID Check Stand, a Bag Scanner or a working Remote Bag Scanner & a Metal Detector or a Body Scanner with all of these objects being staffed by Security Personnel.
The Security Zone makes all Zones and areas behind the Security Zone secure which is required for all Gates, Hangars, and Runways and Taxiways.
If the Security process takes to long, passenger's satisfaction goes down.

This Page is valid from 22/09/2018 at 12:48 PM and may not be relevant based on Game Version and/or any Modifications (Mods) are applied to the game.