recursal/Fanatic-Fandom huggingface dataset:
F2000

Assault

Medic

Engineer

Semi-Auto

The **F2000** is a Belgian Automatic Rifle. It is unlocked at rank 35.

## In-Game

### ***General Overview***

The F2000 has unique traits amongst the Automatic Rifle category. Damage is lowest in-class, being a five-shot kill up close against unarmored opponents. Range whilst statistically average, is poor given the sharp damage drop-off—becoming a six-shot kill past 125 meters. Muzzle velocity is typical for its class at 700 meters per second. Rate of fire is very good however. At 850 RPM it is the second-fastest in-class. Altogether, the F2000 has the worst overall time-to-kill profile of its class.

Magazine capacity is a cut above the Automatic Rifle default, at 35 rounds. Reload times are also slightly faster than average, a normal tactical reload taking 3.51 seconds to complete. Recoil is overall lowest in class and is quite controllable, with minor vertical and horizontal kick more comparable to a Submachine Gun (SMG). Aim time is faster than average, at 150 milliseconds. Other handling traits are of the Automatic Rifles default.

### ***Usage and Tips***

The F2000's strength lies in its ability to quickly and reliably put lead onto target. Its low recoil makes it easier to aim for headshots, which greatly reduce the time-to-kill and make it more competitive up close. However, the likes of SMGs still outperform it in extreme close-quarters-combat (CQC) thanks to their faster kill times, better handling traits and mobility. It is best to use the F2000 just outside of extreme CQC, but ideally avoiding distances past 200 meters. At long distances it is less viable compared to the better-ranged options such as the AUG A3 or SCAR-H. Flanking tactics and getting behind the enemy mitigates the F2000's weaker performance in one-on-one gunfights.

Attachment wise, the F2000 is workable with multiple combinations. For optics, any of the short-ranged optics are useful although one is worth noting in particular. The F2000 possesses its own scope — The F2000 Sight — modelled on its real life integrated scope. It increases Control to 1.00. This gives the F2000 the best Control statistic in-class, making it much easier to control when firing full-auto. Being unlocked by default with little downside, it is a very strong choice, although the user sacrifices some of their peripheral vision due to the large optical frame. Suppressors are viable given the already low damage of the F2000, other barrel attachments as well as grips aid in recoil reduction.

## Attachments

* Barrel
* Main Sight
* Other sights
* Side Rail
* Underbarrel Rail
* Magazine

 Delta Sight Top
 C Red Dot Top
 F You Top
 Red Dot
 Holo Dot
 F You Canted

 Range Finder | 115
Glock 18

Assault

Medic

Engineer

Support

Recon

Semi-Auto

The **Glock 18** is an Austrian Automatic Pistol. It is unlocked at rank 80.

## Description

The Glock in-game benefits from this fully automatic capability and extremely high rate of fire, but as a tradeoff, suffers from the lowest damage per-bullet in the entire game, needing 6 shots to connect to take down even an unarmored enemy. The Glock's immense rate of fire still allows it to have the second highest theoretical TTK (time to kill) of all handguns. A high rate of fire usually means a more forgiving weapon, but in the case of the Glock, it's a double edged sword: Yes, missing one shot will have little impact on how long it will take to take down one opponent, but on the other hand, the base magazine will be emptied in less than a second, meaning any inaccuracy on the players' part can result in a large portion of their ammo ending up in a wall instead of an enemy. It also means that the Glock is quite unhelpful against groups of enemies, since one magazine will rarely be able to take down more than 2 foes. The Glock thankfully offers an extended magazine, granting 8 more shots at the cost of movement speed, alleviating this problem somewhat, but it is still best reserved for at most a couple of targets.

Nevertheless, the Glock can be a fierce weapon at close ranges, and as a bonus, any kill taken with it is sure to be accompanied by an appropriate chuckle.

## Attachments

* Barrel
* Magazine
* Main sight
* Side rail

* Compensator
* Tactical
* Flash Hider
* D G N-308

##### Suppressors

* Suppressor Long
* Suppressor Short
* Osprey 9

- Extended-A

- Pistol Red Dot

- Pistol Delta Sight

- Flashlight

- RedLaser

- Tactical Flashlight

- GreenLaser

## History

The Glock-18 is a fully automatic pistol designed by Glock and first released in 1987.
BattleBit Wiki/Flex section

Low-poly. High-octane. *BattleBit Remastered* is a massive multiplayer first-person shooter experience, allowing up to **254** (two hundred fifty-four) **players** to battle it out on almost fully destructible maps. Gather your clan, load up your gear, and head out into the battlefield to change the tide of war!

### Information

* How to play guide for BattleBit Remastered
* Release date
* System requirements
MG36

Semi-Auto

Double

The **MG36** is a German Light Support Gun. It is unlocked at rank 50.

In comparison to other Support weapons, the MG36 by default offers the best shots-to-kill profile up close—three body shots or two headshots against unarmored targets. However, the highest total recoil and lowest rate of fire amongst Support weapons is a significant trade off. Having only 40 rounds before reloading is also lower than the belt-fed options, though this can be brought to 60 rounds with the Drum-A Magazine.

## Attachments

* Barrel
* Main Sight
* Other sights
* Side Rail
* Underbarrel Rail
* Magazine

 Delta Sight Top
 C Red Dot Top
 F You Top
 Red Dot
 Holo Dot
 F You Canted

 Range Finder | 115
APCs

APCs (Armored personnel carriers) are vehicles that are armorred and transport friendly troops in the battle field. The strategic goal of using APCs is to transport troops to and from objectives, whilst giving heavy supporting fire with the weapon that is attached the that specific APC. The current APCs are the **LAV-25A1** and the **BTR-81** .
Armor

**Armor** is a vital part of *BattleBit*, providing an extra layer of protection between your soft, fragile body and hard, angry bullets flying all over the battlefield. Armor is selected on the loadout screen and is unlocked as your rank increases. With the exception of universal armor, all types are limited to specific classes.

Armor durability generally varies by type, but a good rule of thumb is:

* Heavy armors have about 44 HP (except for the EXO, which has 50).
* Normal armors about 25 HP.
* Light just 12 HP.
* Empty armors have 0 HP. As it turns out, running around naked is bad for your health, who would have thought?

Armor, like helmets, get consumed after its first use with no ways to recover or repair it.
HUMVEE

The **HUMVEE** is a transport vehicle based on the HMMWV/Humvee military vehicle used by the U.S. Army. The HUMVEE is the US team's pendant to the RU team's Gas Tiger.

There are three variants in Battlebit:

* **Humvee**: The standard Humvee with a seat capacity of 6. The two rear seats are on the open back, facing backwards.
* **Humvee7M**: Has an automatic cannon mounted on top with heat vision, reduced seat capacity of 4.
* **HumveeM2Browning**: Has an automatic machine gun mounted on top, reduced seat capacity of 5.
* **HumveeCivilian**: Neutral variant found on checkpoints/flags

## Gallery

* GasTiger
* Humvee7M
* HumveeM2Browning
* White HumveeCivilian found on some maps
MSR

The **MSR** is an American sniper rifle. It is unlocked at rank 130.

## Description

Can be zeroed to a maximum of 1200m.
A large sniper rifle. It is a sniper rifle with zero handling, but it has the same features as the M200, but it has a short aim down sight time and is easy to use. However, it is inferior in bullet speed, power, and number of bullets in the magazine.

## Attachments

* Barrel
* Bolt Action
* Main Sight
* Other sights
* Side Rail
* Underbarrel Rail
* Magazine

 Bolt Action E | ?

 Delta Sight Top
 C Red Dot Top
 F You Top
 Red Dot
 Holo Dot
 F You Canted

 Search Light | 110
Desert Child

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

 **Price** | Unknown

**Desert Child** is a Racing RPG set in a dusty world where your only friends are a vintage hoverbike and a bowl of ramen noodles. It's the rags-to-riches story of a broke young racer who fights through gangsters, bounty hunters, and pancake cravings to enter the Championship and get off Earth before it E-X-P-L-O-D-E-S (metaphorically). The player begins their story on a ruined Earth, with just a few days to get to Mars. From there, you'll win races, customize your bike, and earn fans, but at the same time, you'll have to work jobs, eat dinner, and pay rent.

## Core Experience

### Racing

The bread and butter of the game, racing is what you live for. It's your ticket off Earth and the key to a better life. You'll start small, hustling on the underground circuit, but always with an eye on the Solar Championship Cup.

### Side Jobs

Sometimes, racing just won't be enough. Sometimes, you'll have to lie, cheat, and steal. Sometimes you'll have a pound of horse in the trunk when you get searched at the boarder. When that happens, you'll have to decide what kind of man you are.

### Explore the City

The hub cities of Mullahoe, New Olympia and Europa Uno are all havens for someone like you. Bursting with colour and culture, you'll never be short of something (or someone) to keep you busy. If you want to make it big, you'd better learn their streets like the back of your hand.

### Wheelin' & Dealin'

Nothing's free in Desert Child, but everything has it's price. Upgrade and customize your hoverbike by sourcing rare and exotic Amplifiers from shops and characters around the city. You might have to get your hands dirty, call in favors, or even throw a race or two, but I'm sure it'll all be worth it.

### Customization

Need dat speed? How about bullets so big they fill half the screen with fiery death? Oh, I see, you're more into stripping back your bike to lessen your drag! Tweak your setup with Amps and Units 'till your hearts content in the ONLY game that lets you build your own vintage hoverbike.

### Tunes

As you progress through the story, new music will become unlocked at the in-game record store, Ding Ding's. You can customise your own soundtrack with this music. Not into Choc Bomb's beats? That's cool, just fill your playlist with Ice Cream Sandwich tracks.

## History

Desert Child was a Kickstarter project that ran from October 16, 2017 to November 20, 2017, raising AU$14,427 (USD $10,895) of its AU$12,001 (USD $9063) goal from 545 backers. Prior to the Kickstarter campaign, the game had been in development for 16 months. A playable demo was released on Gamejolt on September 17, 2017.
Large Tavern

The **Large Tavern** is a town building in *Kingdoms and Castles*. It is a large version of the Tavern.

 Storage | 20  Food
 Happiness | +10  Happiness
(7 tiles)
+9-1  Happiness
(8-11 tiles)
+2  Happiness

The Large tavern is the large version of the Tavern. Hence, it provides double the happiness in a larger radius but for more than double the building cost, double the workforce and double the food needed. It is also double in space, being 2x2 rather than the Tavern's 2x1.

Just like the Tavern, the +10  Happiness does not stack with other overlapping Taverns/Large Taverns.

Peasants will begin demanding a Tavern when the population goes above 50, and demand one more for each 150 population. Both Taverns and Large Taverns can be utilized in this case.

Large Taverns are useful for late-game residential areas as its 2x2 space takeup is equal to the Manor, which makes planning a tad bit easier.

## Gallery

* Large Tavern in a crowded residential area

## Trivia

* In the Kingdoms and Castles Steam page, it is described as "a 2x2 tavern. Great for dense cities to make your city center more lively and adds another way to meet your peasants' need for good drink!"
Castle Block

The **Castle Block** is a type of Castle building in *Kingdoms and Castles*.

Castle Blocks are used to construct the walls and towers that defend your Castle. A single stack of Castle Blocks can be used to make a tower, or they can be arranged in rows to create walls. There is a limit to how high you can stack a single castle block, three high. To achieve heights greater than 3 that block must be supported by neighboring castle blocks.

Castle Blocks are essential for building your Kingdom's defenses - without them, invading Vikings and fire-breathing dragons will ravage your lands and kill your subjects with impunity. The first placed block will have a health of 20 and then each block placed on top of it will add 10 additional health to the stack.

Note that towers and walls constructed from Castle Blocks don't themselves require any manpower, however the Archer Tower, Ballista Tower, and Greek Fire Emplacement (which are built on top of your walls and towers) do.

Castle Blocks made of Stone can't be stacked with Wood Castle Blocks.

### History

* Limited single block towers to a height of 3 without an adjacent block to support.
Castle Stairs

The **Castle Stairs** is a type of Castle building in *Kingdoms and Castles*.

Added in the Warfare Update, Castle Stairs are placed adjacent to a wall of any height or type and allow military units to climb atop the wall and walk continue on to any adjacent walls or Wood Gate or Stone Gate.

Military units may walk on walls of any and even alternating heights, Wood Castle Block, Castle Block, Wood Gate, Stone Gate, and any combination thereof. They will enter through the most convenient staircase. Vikings may also traverse walls using the staircases, making it advisable to only have Castle Stairs located within the walls and not adjacent to the common attack points.

Peasants do not currently walk on walls – even if it would be more efficient.

Aesthetically, when placed near a wall that is one block high, they ramp directly to the wall. When the wall is any higher, they make a doorway for the units to walk through and onto the wall. Adjacent walls of alternating heights that have Castle Stairs connected will gain doorways to allow the units to walk to them. When placed at the very edge of a row of single-height blocks, the corner block will lose its square shape and become elongated as though connected to another portion of a wall. Adjacent Castle Stairs do not link together. When placed in an internal corner adjacent to two walls, the stairs will curve around the corner and create two entry points. The highest portion of any wall has no notable entryway, units simply appear as though climbing from within.
M1 ABRAMS

The **M1 Abrams** is a third-generation main battle tank that was designed and built in the United States. It entered service in 1980 and is still used by the US Army and many other countries today. The tank is named after General Creighton Abrams, who served as Chief of Staff of the United States Army during the Vietnam War.

## In Battlebit

In-game M1 Abrams has a crew of three and is equipped with a 105mm smoothbore gun, which can fire two ammunition types: Armor-piercing fin-stabilized discarding sabot (APFSDS) rounds and high-explosive (HE) rounds. The tank also has a coaxial machine gun and a machine gun mounted on top of the turret. The tank commander has a thermal image and is able to give marks to the rest of the crew, the commander has no weapons on the tank.

## Strategy

The M1 Abrams, like its RU team counterpart T90A, has different zones that, when hit, deal various amounts of damage. Hitting the rear hitbox of the tank on the image will cause 200% damage, hitting the front hitbox on the image will cause only 50% damage.
Moat/de

Der **Graben** ist eine Verteidigungsanlage der Burg.

Um Zugriff auf Gräben zu erhalten muss zuerst eine Waffenkammer gebaut werden.

Ein Graben macht aus einen normalen stück Land ein 1x1 großes loch gefüllt mit Wasser.

Die Wichtigste Aufgabe des Grabes ist es Oger während eines Wikinger Angriffes zu Verlangsamen. Am besten ist es wenn man Gräben auf die Außenseite von Mauern und Türmen baut.
Groza

Medic

Engineer

Semi-Auto

Burst

The **Groza** is a Russian personal defense weapon. It is unlocked at rank 55.

## Description

The OTs-14 Groza is a Russian bullpup design first appearing in 1994. The rifle is chambered in 9x39mm. It can fire in Full-auto, burst and semi-auto modes.

In game, the Groza offers a moderate rate of fire but a rather high per-shot damage of 34, meaning it's capable of killing an unarmored enemy in just 3 shots. The Groza therefore has a very competitive time to kill. It also benefits from a very controllable recoil, with minimum horizontal kick and moderate vertical kick. The first-shot kick, while very high, is not that problematic because of the low base recoil values. The Groza's flaws lie in its low projectile velocity and lengthy reload time, which cannot be reduced due to the lack of magazine attachments for weapons in the PDW category.

It is therefore best suited for close to mid range combat, but is perfectly capable of obtaining kills even at longer ranges.

## Attachments

* Barrel
* Main Sight
* Other sights
* Side Rail
* Magazine

 Delta Sight Top
 C Red Dot Top
 F You Top
 Red Dot
 Holo Dot
 F You Canted

 Range Finder | 120
Iron Mine

The **Iron Mine** is a type of Industry building in *Kingdoms and Castles*.

Iron Mines must be built next to an  Iron Deposit (brown rocks). You may only place 2 Iron Mines on each deposit.

### Work

An Iron Mine has a base output of 5  Iron per year.

* Master workers mine 20% faster for up to 6  Iron per year.
* Tools increase production by 100%

An Iron Mine with Tools, but no Master workers, produces 10  Iron per year.

An Iron Mine with Tools and Master works produces the maximum of 15  Iron per year.

**Cons**

Houses Built Within a 2 Square Radius will Receive a -5 Happiness De-buff due to the loud noises produced by the Iron Mine.

### History

* Iron deposits and quarries are limited to 2 per deposit
Windmill

The **Windmill** is a type of Food building in *Kingdoms and Castles*.

Windmills boost the efficiency of adjacent Farms with +3  Food per year.

 Windmill | +3  Food

A Farm with all possible bonuses produces 10  Food on Fertile land or 11  Food on Very Fertile land.

### Efficiency

A Windmill is very useful since it provides +24 wheat per year for only 1 tile, when surrounded by 8 farms.

This gives us 80  Food total / 8.9  Food per tile.

### History

* Windmill bonuses now stack.

As of Version 108r3s

* Windmill provides +2 instead of +3
Kingdoms and Castles Wiki/Section 3

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Fire Brigade

The **Fire Brigade** is a type of Town building in *Kingdoms and Castles*.

Added in the Infrastructure II Update, the Fire Brigade houses firefighters who deploys when a fire starts. Every Fire Brigade on the island deploys at once, collecting water from the most efficient source along the way to their destination and then using the nearest source of water from the nearest fire when they need to collect more.

The firefighters still require a water source to put out the fires. Wells, Fountains, Large Fountains, Moats (even squares with bridges), or any other viable water source is still required for the firefighters.

Bath Houses, Aqueducts, and Norias do not count as a water source for extinguishing fires.

If multiple fires break out, Fire Brigades will try to target the first fire to appear, then the ones nearest their building location. If the fires occur at the exact same time, they will begin extinguishing from the ones closest to their building location. If multiple Fire Brigades are spread around when multiple fires break out, each Fire Brigade unit will handle the fires closest to their starting locations before moving to assist the others.
Peasants

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

The Peasants are the inhabitants of your kingdom. You start out with 5 peasants and gain more at the end of every year. Peasants will only join your kingdom if you have at least a minimum percentage of happiness (roughly 60% or higher) and also unused beds available. You can get more beds by building more houses. The amount of peasants you gain depends on the overall happiness.

### Work

The peasants do everything in your kingdom. They move resources around, build new structures and work in your buildings. Most buildings have a set required number of workers. Every peasant can fill one spot. When a peasant is idle it will do other tasks like chopping wood or building. Peasants can also be trained into soldiers.

### Death

Peasants need food to survive. If you don't have enough food they will start to die of starvation after a while. Peasants can also get struck with plague, to cure them you will need a clinic or hospital.

### Invasions

Peasants can also be taken away during invasions by Vikings. They are taken by kidnappers within an army, each kidnapper being able to take 1 peasant. If the army is killed before it leaves then the peasant is returned.

## Trivia

* One of the peasants names Vitas Varnas is a reference to the actor of the same name.
* If you click on one peasant, you could read some opinions about your kingdom.
Claymore

Explosion radius:
Triggerable: 4
Infantry: 4
Environment: 5
Vehicle: 1

**Claymore** is a gadget in *BattleBit Remastered*.

## Summary

The claymore is a tripwire bomb which will explode if shot at or the wires are tripped by an enemy. The explosion will damage all players, including teammates that may have been in the blast radius.

The claymore will not despawn upon death of the player. There is a limit of 4 claymores that a player can have planted at the same time. When planting a fifth claymore, the first one will despawn.

Upon early access release, claymores did not have a deploy limit. As a result, players could fill entire buildings or fields with claymores that did not despawn upon player death. This was fixed in version 1.8.1 to limit it to 4 claymores at a time.

## Strategy

Deployed claymores will have two extended wires that trigger detonation if the wires are interrupted in any way or the claymore is shot. The explosion radius of the claymore is centered around the front (direction of the wires), but it does do considerable damage behind the claymore as well. When shooting claymores, maintain a respectable distance away from it.

One of the best locations for claymores is next to a window. An enemy player will often not be able to see the claymore before vaulting inside. As the vaulting animation is fixed and cannot be interrupted, the enemy will trigger the claymore as a result and almost certainly perish.

Bushes can also make for excellent claymore locations, especially on darker maps, since they can hide the claymore wires incredibly well.

Staircases also make for great claymore locations as they are usually high-traffic areas and the limited visibility when going around a corner results in difficulty spotting claymores.

Another, albeit less practical, way of detonating a claymore is breaking a wall that a wire is connected to.
Victory Valkyrie

The **Victory Valkyrie** is a type of Town building in *Kingdoms and Castles*.

The Victory Valkyrie is a statue rewarded to the player once their kingdom survives 250 years in survival mode.

## Features

Unlike other statues, the Victory Valkyrie has a 1x1 footprint and grants 3  Happiness in a 6 tile radius.

It is currently unknown if the statue has any hidden effects like those of other statues.

It can be built for much cheaper than other statues.

## Unlocking

The Victory Valkyrie is a reward granted to the player once their kingdom survives 250 years in survival mode. Once this challenge is completed, the statue is unlocked across all difficulties and game modes. Before being unlocked, the statue does not appear within the statue menu.

When a player creates a new game on survival difficulty, a pop-up tells the player that a statue can be earned if they survive 250 years. Upon completion of this challenge, a screen pops up with the text:

*Survival Success!*

*You survived 250 years in the most challenging land! Your skills as a ruler are unmatched. This completes the survival challenge but you are welcome to keep playing to see how far you can continue.*

*You've unlocked a new statue for all game modes!*

## Images

* Effect radius for happiness. (White +3) (Gray +2) (Black +1)
* Victory Valkyrie in-game
* The screen that is shown once you successfully complete 250 years in survival mode.

1. ↑ Needs exact text and screenshot
Grand Buildings Update

The **Grand Buildings** Update is a major update released on **June 19, 2018**

It added several large new town buildings which provide happiness, and made dragons more menacing.

It was released as **Version 111**.

## Additions and Changes

### New Features

* Added Cathedrals.
* Added Great Libraries.
* Added Bath Houses.
* Made the happiness bonus from buildings taper off with distance.
* Made dragons more of a threat, making the game harder.

### Other Improvements

* 7 new languages: Italian, Japanese, Korean, Norwegian, Polish, Romanian, Russian.
* Added health bars to ogres, dragons, player and Viking armies.
* Rubble has a button that will rebuild what was once there.
* Added info to show when the next dragon and Viking attacks will arrive.
* Taxes collected depend on working tax collectors.
* Forester is now a prerequisite for Charcoal Maker.
* Performance optimizations.
* Lots of small tweaks and other fixes.
Armaments

**Armaments** is one of the Resources in the game *Kingdoms and Castles*.

## Obtaining

Armaments are forged by Blacksmiths. 1  Armaments will be produced after the Blacksmith consumes 1  Iron and 1  Charcoal.

Armaments can be purchased from Merchant Ships for 5-9  Gold.

## Usage of Armaments

2  Armaments are used along with 5  Gold to train a Peasant into a Soldier at a Barracks.
Market

The **Market** is a type of Food building in *Kingdoms and Castles*.

Markets act as a storage and distribution center of Food and Charcoal. Close proximity to residences makes for shorter, more efficient trips for Heads of Household to take the Resources home.

Market workers can carry more resources than other workers so they can move larger quantities of Food and Charcoal to the Market from other storage locations.

### History

* Markets now employ 10 workers, up from 8.

Version 1.01 - July 13th, 2017

* Market now has 8 workers, up from 5.
Kriss Vector

Engineer

Semi-Auto

The **Kriss Vector** is an American submachine gun. It is unlocked at rank 70.

## Description

The Kriss Vector is an American off-axis delayed blowback .45 ACP SMG made with a recoil reduction system built in. It was designed in 2006 and built with the goal of high fire rate and reliability using fewer parts.

The Kriss Vector sports the best fire rate of the SMGs at 1200 RPM (20 per second), a 10% movement speed buff (tied for highest across several SMGs), and 36 rounds per mag (the second highest) at the cost of the lowest damage of all primaries at 22, second highest muzzle flash, second lowest accuracy, third worst reload time, and high recoil compared to other SMGs. Additionally, its range is by far the lowest in the game, with fall-off starting at 10 meters, ramping down to 5.5 damage at 150 meters.

The Vector has incredible damage per second, allowing it to win against most weapons in a straight brawl. Due to the 36 round magazine and SMGs' benefit of more magazines it is capable of taking on large groups and allows far more aggression in gunfights than many other weapons. The trade-off for its dominance in close range is that it will struggle at distances beyond 50 meters, where its damage falls below 20.

## Attachments

* Barrel
* Main Sight
* Other sights
* Side Rail
* Underbarrel Rail
* Magazine

 Delta Sight Top
 C Red Dot Top
 F You Top
 Red Dot
 Holo Dot
 F You Canted

 Range Finder | 120

 Quick-A | 40

## Notes/Tips

* The only guns capable of taking a Vector (Vector's TTK of 0.15 and 0.2 against unarmored for Headshots & body shots respectively)on in a straight brawl are the L86 with Long barrel (Sporting a TTK of 0.077 and 0.155), MG36 (0.1 & 0.2), Scorpion Evo (0.1 and 0.2), Groza (0.092 & 0.185), and FAL (0.092 and 0.185)
* If looking at only Body shots (Vector TTK 0.2) the MP7 (0.189) is a worthy mention.
Noria

The **Noria** is a type of Food building in *Kingdoms and Castles*.

Added in the Infrastructure Update, the Noria is waterwheel structure that collects water from  Fresh Water which then flows through Aqueducts to Reservoirs or Bath Houses.

The Noria is a 4-tile structure, of which one tile must be on clear land or a Pier, and the other 3 placed on a  Fresh Water tile - you can cheat this by building in a moat and then deleting the 2 outer moat sections.

Noria are a 2x1 structure nominally, nonetheless, when building multiple Noria, treat them as a 4x4 structure relative to each other - they can't be built closer than that.

A Noria can use a Moat as a source of  Fresh Water.

The Noria requires 5 workers and 12  Gold a year to operate.

Multiple Noria in close proximity will extend the range they push water. The average is 24.5.

One pushes to 25 tiles, two to 49 tiles, three to 75 tiles. Test details below

\*The Irrigation subsecton seems to be slightly out of date. Several of the Noria details are in error.

Testing on a Vintar (hard), Large, Land map in June 19. The test Aqueduct path I ran was; Noria, 5xAqueduct, Noria, 2xAqueduct, Noria, 2xAqueduct, Reservoir, 18xAqueduct, Reservoir, 46xAqueduct. one single path, no branches, including several corners, total water path length of 78 tiles. Noria were opened from the endmost one in sequence.

This is the Aqueduct system i built for my map and then added a big long test aqueduct to to run this test.

One Noria pushes water to 25 tiles including it's own, along a single Aqueduct, pushing thru two closed Noria and a Reservoir.

The second Noria pushed to 49 tiles along the same path, thru the second Reservoir.

Opening the 3rd Noria pushes water out to the 75th tile, just short of my total run of 78 tiles.

I did test adding and removing Noria and Reservoirs to the track, it didn't change my results. Corners vs straight track i didn't test, i don't think it'd change anything.

## Irrigation

Irrigation requires at a minimum a tile of  Fresh Water, a **Noria**, and a Reservoir.

Fresh water can be moved a maximum of 24 tiles by a **Noria** through any combination of Aqueducts and Reservoirs. A Reservoir built in the 17th tiles provides irrigation.

A Noria can push water in three directions and the 24 tile limit applies to all combinations of directions. For example, a Noria can push water a total of 8 tiles in any 3 directions and have working Reservoirs in the 9th tiles. If a Noria pushes water in three directions, it can push water a maximum of 8 tiles to each side and 9 tiles in front with working Reservoirs in the 9th tile on the sides and the 9th tile in front.

A correctly operated Reservoir applies the 'irrigated' status to ***any*** land tiles:

* You can build a Farm or Orchard on  Barren Land, although the irrigated Barren land tiles don't provide a Fertility bonus
* Farms get a +1  Food bonus
* Orchards get a +4  Food bonus (+1 Food per tile)

The irrigated status does not stack with several reservoirs, but the irrigation status does stack with the Farm production bonus from Windmills.
SVD

Assault

Engineer

Recon

The **SVD** is a Soviet Designated Marksman Rifle. It is unlocked at rank 115.

## In-Game

### ***General Overview***

The SVD is the last designated marksman rifle (DMR) unlocked in-game. Damage is high, although average for its class, sporting a three-shot kill up close or two where one is a headshot. Range is excellent, its three-shot kill range extending out to 780 meters. Muzzle velocity is also quite good at 950 meters per second. Rate-of-fire (RoF) is slow but is the fastest of all DMRs, at 440 RPM. Altogether the SVD posses a relatively quick time-to-kill at most distances.

Reload times are slowest in-class, at 4.21 seconds for a normal tactical reload. Magazine capacity is poor by automatic weapon standards but average for its class at 14 rounds. Recoil is moderate for a DMR. A decent amount of vertical kick and first shot recoil, occasionally exacerbated by the higher firerate. Most handling traits are on par with the MK14 EBR.

### ***Usage and Tips***

The SVD is an effective DMR at medium range. Its strength lies in its higher firerate than any of its peers, albeit still semi-automatic. With good shot placement, the SVD can achieve the theoretically fastest time-to-kill in its category. This of course requires a user with sufficient accuracy and trigger finger to maximize the SVD's potential. Users should still refrain from entering close-quarters-combat (CQC) or using extremely aggressive playstyles with the SVD—it is outclassed by automatic rifles up close with their faster firerates, larger magazine capacities and much faster reload times. Instead, users should take up good positions watching key chokepoints or objectives and keep enemies at an arm's reach.

Reducing recoil greatly improves the SVD's overall performance. As such, grip and barrel attachments that help mitigate vertical recoil and first shot kick are often useful options. However, the higher firerate also allows for less conventional options, such as the suppressor. Optics are very beneficial for precision—a key requirement with DMRs. The SVD's medium range role makes optics such as the M125, Prisma or similar attachments ideal. For smaller maps the holographic sights are also worth considering.

### ***Conclusion***

The SVD is a high-risk, high-reward option. It boasts the best potential time-to-kill of any DMR albeit this requires a higher degree of skill from the user than with other DMRs.

## Attachments

* Barrel
* Main Sight
* Other sights
* Side Rail
* Underbarrel Rail
* Magazine

 Delta Sight Top
 C Red Dot Top
 F You Top
 Red Dot
 Holo Dot
 F You Canted

 Range Finder | 115
Kingdoms and Castles Wiki/Section 1

Kingdoms and Castles
**Kingdoms and Castles** is a game developed by the team of Peter Angstadt and Michael Peddicord of Lionshield Studios. This game is inspired by *Simcity,* *Banished,*, and *Stronghold.* In Kingdoms and Castles players focus on growing a kingdom from a tiny hamlet to a sprawling city and imposing castle.

Your kingdom must survive a living and dangerous world. Do the viking raiders make off with your villagers? Or are they stopped, full of arrows, at the castle gates? Does a dragon torch your granary, your people dying of starvation in the winter, or are you able to turn the beast back? The success of your kingdom depends solely on your skill as a city and castle planner. devastating abilities, [Read more...]
Anti Grenade Trophy

The **Anti Grenade Trophy** is a gadget in *BattleBit Remastered*.

## Summary

A grenade defense system, quickly deployable by a simple left-click (default bind), destroying any Grenades of the deployer's opposing Team in it's line of sight.

## Strategy

Deploying the defense system near a wall or any hard cover, preferably near a passageway, allows for the Trophy System to defend against the opposing Team's throwables while maintaining cover.
Rsh12

Assault

Medic

Engineer

Support

Recon

The **Rsh12** is a Russian Heavy Caliber Pistol. It is unlocked at rank 120.

## Attachments

* Barrel
* Main sight
* Side rail

* Suppressor Long

- Pistol Red Dot

- Pistol Delta Sight

- Pistol 8x Scope

- Flashlight

- RedLaser

- Tactical Flashlight

- GreenLaser

## Trivia

* The Rsh12 is one of only four guns in the game with fully modeled cartridges in the magazine.
	+ The other weapons that model cartridges in the magazine are the M4A1, the M249, and Unica.
* When performing a tactical reload, an entire cylinder is dropped rather than the individual rounds one would expect. This inconsistency is likely in place to make it easier to find cylinders so they can be picked up again.
Plague

Plague in *Kingdoms and Castles* is one of the ways peasants can die and the happiness can drop. It probably happens as transportation becomes easier, and more roads are built. A certain number of people may catch the plague, and to heal them, a hospital needs to be built. It has six doctors who run out and treat the peasants. Since there isn't many doctors, some peasants may still die. The plague spreading itself will cause happiness to drop. People dying of it will also continue to lower your happiness.
Small Granary

The **Small Granary** is a type of Food building in *Kingdoms and Castles*.

The Small Granary is the smaller version of the building, Granary stores 450  Food.

Up to 200  Food produced from Farms can be stored here.

Food can also be stored at the Keep (50  Food), an Outpost (100  Food), and a Dock (up to 630  Food maximum).

Transport Ships can also carry a maximum of 270  Food.

Storing Food prevents food from spoiling on the ground after a harvest and from being eaten by rats.

If a Small Granary is burned down the food will be lost. Fires can be random, from Vikings raiding, or from Dragons. The statue of Queen Barbara seems to stop Vikings from burning buildings within its radius when possible.

If a Small Granary is manually demolished the food will be placed on the ground and the Peasants will move the Food to another storage area. Currently, the food placed on the ground this way will not spoil.
Cemeteries

The **Cemeteries** is a type of Town building in *Kingdoms and Castles*.

Added in the Halloween Update, Cemeteries are a place where the bodies of dead peasants are buried. They require a Cemetery Caretaker, but it does not have to be built adjacent to the Cemetery.

Aesthetically, Cemeteries will have a wall around their outside edge, but not between adjacent cemetery plots.

Cemeteries come in four varieties:

* A Cemetery (3x3) holds 9 graves.
* A Cemetery Circle holds 13 graves.
* A Cemetery Diamond holds 13 graves.
* A Cemetery (4x4), known simply as a Cemetery in the game, holds 16 graves.

Cemetery Caretakers will attempt to collect bodies from across the island and place them in reasonable open Cemetery plots.

Graves in cemetery plots decay in about 5 years.

Up to about 5% of the population can die each year, even if more should die due to old age.

Every 20 Peasants require 1 Grave per year, or 1/3 to 1/2 a Graveyard square. Every 200 Peasants can require up to a maximum of about 5 Graveyard squares. *In practice, this is usually slightly excessive.*

If accounting for a Peasant surviving about 50 years before dying of old age, every Peasant only requires 1/10th to 1/5th of a Grave per year, meaning every 200 Peasants should require only 1 Graveyard square in whatever style you prefer with a gradual population growth per year on Peaceful.

In practice, deaths are unlikely to be scattered enough to allow for this, and every 200 Peasants getting 3 Graveyard squares seems reasonable if death rates are not very dramatic. If a lot of villagers are regularly lost, +1 or +2 squares of Graveyard per 200 Peasants should take care of this relatively easily.

As dead bodies that are unburied increase the chance of plague, among various villager stat losses, burying them quickly and efficiently is important. Having a single Cemetery Caretaker in the center of a moderately sized town can be reasonable, but it is usually better to have multiple Cemetery Caretakers scattered about, similar to Fire Brigades.

*This data was collected prior to the Health update.*
Stone

**Stone** is one of the resources in the game *Kingdoms and Castles*. It can be obtained from a Quarry.

## Usage

* Archer Tower
* Baker
* Ballista Tower
* Barracks
* Blacksmith
* Castle Block
* Chamber of War
* Church
* Cottage
* Forester
* Granary
* Great Hall
* Hospital
* Iron Mine
* Library
* Lord Levi
* Manor
* Market
* Mason
* Pier
* Small Granary
* Small Stockpile
* Stockpile
* Stone Gate
* Tavern
* Town Square
* Treasure Room
* Well
* Windmill
Drawbridge

The **Drawbridge** is a type of Maritime building in *Kingdoms and Castles*.

Added in the Merchants and Ports Update, the Drawbridge is similar to a Stone Gate. The Drawbridge allows the passage of both friendly units, and Viking ships.

Drawbridges have to be built adjacent to a Road and a  Water tile.

Bridges can be used to block off land separated by  Water tiles with the Drawbridge acting as a gate.

 Fresh Water tiles can be blocked by Piers with the Drawbridge allowing passage through the pier.
Clinic

The **Clinic** is a type of Town building in *Kingdoms and Castles*.

Clinics employ up to a total of 2 plague doctors, who can be identified among other Peasants by their black plague doctor uniforms. When a Plague occurs they will attempt to cure all the afflicted peasants by running to them in turn and curing them.

Players must construct a Clinic before they can construct a Hospital.

A clinic can provide healthcare for 200 peasants.
Kingdoms and Castles Wiki/Section 1/de

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Kingdoms and Castles
**Kingdoms and Castles** ist ein Spiel, das vom Team um Peter Angstadt und Michael Peddicord von Lionshield Studios entwickelt wird. Dieses Spiel ist inspiriert von *Simcity,* *Banished* und *Stronghold.* In Kingdoms and Castles gründen Sie ein kleines Dorf, mit der Aufgabe, es zu einer aufblühenden Stadt heranwachsen zu lassen.

Ihr Königreich muss einer lebhaften, aber auch gefährlichen Welt trotzen. Werden einfallende Wikinger Ihr ruhiges Weiler brandschatzen, oder werden Sie sie an Ihren Burgtoren abschmettern können? Wird ein Drache Ihren gesamten Nahrungsvorräte in Feuer aufgehen lassen, sodass Ihre Bevölkerung im Winter am Hungertod nagt oder werden Sie es schaffen, das Biest zu vertreiben? Der Erfolg Ihres Königreiches liegt einzig und allein in Ihren Fähigkeiten als Herrscher und Architekt. [weiterlesen...]
Buildings

The following is a list of known buildings for the game *Kingdoms and Castles*.

Buildings in Kingdoms and Castles can be categorized into 6 main groups: Castle, Town, Advanced Town, Food, Industry, and Maritime.

## List of buildings

### Castle

* Wood Castle Block
* Wood Gate
* Castle Block
* Castle Stairs
* Archer Tower
* Ballista Tower
* Chamber of War
* Great Hall
* Moat
* Archer School
* Hall of diplomacy

### Town

* Stone Road
* Hovel
* Cottage
* Town Square
* Fire Brigade

### Advanced Town

* Cemetery Caretaker
* Garden
* Church
* Clinic
* Hospital
* Fountain
* Bath House
* Lord Levi
* Queen Barbara
* Great Library
* Cathedral

### Food

* Small Granary
* Granary
* Windmill
* Orchard
* Produce Storage
* Fishing Hut
* Swineherd
* Butcher
* Small Market
* Noria
* Aqueduct
* Reservoir

### Industry

* Forester
* Small Stockpile
* Charcoal Maker
* Blacksmith
* Rock Removal

### Maritime

* Dock
* Troop Transport Ship
* Bridge
* Stone Bridge
Advisors

Advisors are NPC characters that live in your Keep

There are 3 advisors: Agriculture, City, and Military

## Agriculture Advisor

The Agriculture Advisor is the first advisor in the Keep.

He reports on Food and will tell you when you are:

* Not producing enough food to sustain the population
* Producing more food then can be stored in Granaries
* When Food doesn't make it to a granary before Winter ends

## City Advisor

The City Advisor is the second advisor in the Keep

He monitors the city's population, happiness, and production and will tell you when you:

* Have high happiness (And to raise taxes)
* Have low happiness
* Have no production due to storage's being full
* When no-one is available to build buildings

## Military Advisor

The Military Advisor is the third and last advisor in the Keep

She oversees the city's defence and will tell you when:

* Vikings are approching
* Vikings have successfully raided your town
* You have successfully killed all Vikings (please check, doesn't happen every time)
* A Dragon has raided your town
* A Dragon has been scared off
* A Dragon has been killed (please check, doesn't happen every time)
Theatre

The **Theatre** is a type of advanced town building in *Kingdoms and Castles.*

 Storage | 10  Food
10 Fruit
10  Fish
 Happiness | +9  Happiness
(13 Tiles)
+8-1  Happiness

## Description and Guide

### "Residents enjoy the nearby Theatre."

The Theatre is the cheaper and smaller counterpart of the very useful Jousting Arena. Unlike the Jousting Arena however, it shifts away from the industrial and military aspect of entertainment and instead demands food instead of weaponry. Although it provides a lesser bonus compared to the Jousting Arena, it still provides it in an equally huge radius meaning that not many Theaters are required to charm and make your kingdom laugh.

Compared to the Bath House, the Theatre is far easier to construct and does not require any source of fresh water and Noria. The Theatre, however, requires food to maintain while the Bath House does not.

It is also a good choice to construct Theaters alongside other entertainment buildings, such as the Jousting Arena, Bath House, Church, or larger ones such as the Great Library or Cathedral.

## Gallery

* Theatre with a Hospital
* Theatre in an entertainment district

## Trivia

* Alongside the Market, Jousting Arena, and Swineherd, the Theatre is the only building that shows at least one tile of the land it was built on.
Kingdoms and Castles Wiki/Section 3/de

Videos

*Siehe weitere Videos*

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Wood

**Wood** is one of the resources in the game Kingdoms and Castles. It can be obtained from the Forester or from manually chopping trees down by selecting them with the chop button in the bottom right of the UI.

Wood can be stored in stockpiles and can be sold by merchant ships that arrive at the dock.
Reservoir

The **Reservoir** is a type of Food building in *Kingdoms and Castles*.

Added in the Infrastructure Update, Reservoirs provide irrigation to all  Land tiles in an 8 tile radius, including  Barren Land tiles, by moving  Fresh Water inland.

Reservoirs need to be directly connected to a Noria or to an Aqueduct that connects to a Noria in order to operate.

## Irrigation

Irrigation requires at a minimum a tile of  Fresh Water, a Noria, and a **Reservoir**.

Fresh water can be moved a maximum of 24 tiles by a Noria through any combination of Aqueducts and **Reservoirs**. A Reservoir built in the 17th tiles provides irrigation.

A Noria can push water in three directions and the 24 tile limit applies to all combinations of directions. For example, a Noria can push water a total of 8 tiles in any 3 directions and have working Reservoirs in the 9th tiles. If a Noria pushes water in three directions, it can push water a maximum of 8 tiles to each side and 9 tiles in front with working Reservoirs in the 9th tile on the sides and the 9th tile in front.

A correctly operated Reservoir applies the 'irrigated' status to ***any*** land tiles:

* You can build a Farm or Orchard on  Barren Land, although the irrigated Barren land tiles don't provide a Fertility bonus
* Farms get a +1  Food bonus
* Orchards get a +4  Food bonus (+1 Food per tile)

The irrigated status does not stack with several reservoirs, but the irrigation status does stack with the Farm production bonus from Windmills.