recursal/Fanatic-Fandom huggingface dataset:
Team TaylorMade Imports

**Team TaylorMade Imports** is a motor racing team based in England, created and ran by Emile Taylor.

## History

TaylorMade Imports is a British motor and electronics importer and exporter specialising in Japanese and Eastern European cars and Japanese stereo equipment.

Originally being set-up with a focus of bringing stereo equipment from the likes of Kenwood, Clarion and Pioneer due to booming interest in in-car entertainment this proved popular eventually spawning a second business venture of importing Japanese cars and exporting cars to the Soviet Bloc. Since then TaylorMade Imports has become a staple of the growing JDM car scene and now imports vehicles from all over the world based on customer demand even developing relationship with brands from Japan, Italy and most of the former Soviet Bloc.

Team TaylorMade Imports was created in 1995 after founder Emile Taylor started his motorsport career, with Taylor being responsible for part funding the Honda Works Team on to the grid bringing Kenwood on as a sponsor he decided to found a team to support his motor racing efforts outside the BTCC after racing a private entry in the Yugo Challenge. The team's first outing as an official team was the 1995 Touring Car World Cup where Taylor ran a Honda Civic Ferio while the car was prepared by Belgian outfit DRM in 1993, the entered car was reminciant of the car ran in JTCC to promote his import business, resulting in a 2nd place class finish narrowly beaten out by MSR's Joshua Anderson on fastest lap after both teams scored 70 points total.

Team TaylorMade Imports is scheduled to run in the 1996 Yugo Challenge this time under full team branding.

## Complete Yugo Challenge results

(Key) (results in **bold** indicate pole position; results in *italics* indicate fastest lap)
Artifact Research

*See also: Artifacts*

Research is an interesting mechanic in Barons of the Galaxy, allowing lucky and skilled players to drastically alter the playing field.

To research, you must use an ACP to build a research facility somewhere with the artifact resource present, the same as you would when harvesting any other resource. You then choose the Artifact you'd like to research - again, the same as you would choose a product to produce. Each turn, the Research Facility will produce artifacts until it has completed the research, at which point the final Artifact will appear as an item at the location of the facility.

There are very few artifact resource points in Barons, so the Overcrowding can be extremely high, making this an expensive endeavor. Not recommended for newer players.
Fruits

Fruits are a considered raw material used to supplying a city. It can also be sold on the market for a base price of $100/unit.

Amount / Unit depends on demand AVG at a city.

***Crops and Meats affect population at 5x normal and Water which affects overall population at 10x the typical rates. The surplus or lack of food and water in a city carries much more weight than other products when calculating population growth.***

To make fruits, you need an ACP and a tile that has fields as a resource. Click on the ACP page for more info about production levels and upgrades.
Industrial Chemicals

Industrial Chemicals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make industrial Chemicals, you need an ACP and a tile that has industrial chemicals as a resource. Click on the ACP page for more info about production levels and upgrades.
Exotic Alloy

Exotic Alloys are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make exotic alloy you need an Alloy factory made from ACP Structure and (**1**)Radioactive Metal, (**6**)Exotic Metals and (**3**)Exotic Minerals.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

*Populations Effect: Coming soon to wiki*
Raw Materials

Raw materials are the backbone of the economy in BotG.  Using ACP Structures you produce and manufacture the materials into Components, Civilian Services and End Products. Then using those products to supply to cities and or other players through trade.

Below is a list of Raw Materials used in BotG:

## Chemicals

* Basic Chemicals
* Exotic Chemicals
* Industrial Chemicals
* Rare Chemicals

## Farms

* Cotton

* Fruits
* Sugar
* Tobacco
* Vegetables

## Meats

* Beef
* Fish
* Lamb
* Paultry
* Pork

## Metals

* Basic Metal
* Exotic Metals
* Precious Metals
* Radioactive Metals

## Minerals

* Basic Minerals
* Exotic Minerals
* Precious Minerals

## Woods

* Basic Woods
* Exotic Plants
* Rare Woods
Rare Chemicals

Rare Chemicals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.
To make Rare Chemicals, you need an ACP and a tile that has rare chemicals as a resource. Click on the ACP page for more info about production levels and upgrades.
Artifacts

Artifacts are a special resource in Barons of the Galaxy. They are collected like any other resource - with a Structure - placed at a location with artifacts availble. To collect them, you need to build a Research Centre.

The Research Centre's production options show the range of finished artifacts in the game. Unlike other resources, artifacts (the resource) are collected until they've reached the threshold for an artifact(the item). These thresholds can be anywhere from 20,000 to 750,000 units.

Artifacts come in multiple classes, detailed below.

LEVELS

Artifacts come in three levels:

1. A1, the weakest, generally providing a small boost or upgrade. Costs 20,000 Artifact resources to produce
2. A5, mid range. These provide a significant boost, upgrade or effect. Costs 150,000 Artifact resources to produce.
3. AX, the best. These provide potentially game-altering effects, and cost a whopping 750,000 resources

CLASSES

Artifacts come in multiple classes, each with their own distinct theme.

***Geotechnical***

Geotechnical Artifacts are used to affect the population levels of cities. Each level creates an effect that boosts city population by 10% each turn over the next 100 turns, **OR** *decreases* the population of a city by the same amount, allowing these versatile Artifacts to be used offensively in large-scale wars.

The A1 series affect only the city they are deployed at.

The A5 series affect *all* cities on a planet.

The AX series affects ever cities *in a solar system*.

***Cybertronics***

The Cybertronic artifacts generally create powerful or special military units, with a few exceptions.

The A1 series can either create a powerful Terminator Unit or Cuber Assassin, or deploy a Nanite Swarm to damage all structures and defenses at a location by 25% over 10 turns.

The A5 series allows you to take 10% of the profits of all other corporations on the planet for 100 turns, *or* create a high powered Scout ship.

The AX series creates either a very powerful Battlesuit or Corvette

***Metaphysics***

The Metaphysics Artifacts empower and upgrade your other units.

The A1 series can reduce the upkeep cost by 50%, boost the firepower by 50% or boost the hitpoints by 50% of small units (Infantry, Commando and Mechanized units).

The A5 series does the same but for your medium units (from Armored through to Variteks)

The AX series affects ships with the same bonuses.

***Dimensional***
Warp Gate

Warp Gates are a type of Megastructure, placed in orbit of a planet. Highly useful, Warp Gates allow ships to rapidly move around the galaxy.

To use a Warp Gate, you give orders to a Unit or Fleet as follows:

1. Move to the Warp Gates location
2. Once there, issue another Move Order to your final destination
3. Change the drop-down to whatever speed you'd like to use

Do not re-issue move orders once a fleet is underway, as this will make it lose the Warp speed bonus. However, while moving at warp speed you may **update** the destination of the current move order and wont lose warp speed.

Warp Gate usage comes at a cost. This fee is paid to the owner of a Warp Gate, making owning one in a central location a lucrative endeavour. The fee for using a Warp Gate is:

100 Credits (In-game info says 1000, but it's actually 100) x Unit or Fleet Size x Warp speed factor.

For example, a size 500 fleet going at 50x speed would cost:

100 x 500 x 50 = 2.5 mil
Exotic Chemicals

Exotic Chemicals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Exotic Chemicals, you need an ACP and a tile that has exotic chemicals as a resource. Click on the ACP page for more info about production levels and upgrades.
Buying and Selling

*This is a guide to buying and selling both products and items. For related guides, see also:*

*Transporting*

Purchasing products or items in Barons can be the first step of a lucrative endeavor, or part of your preparation for a major offensive, or both. First, it is important to know the difference between an *Item* and a *Product.*

An *Item* is something created for specific purpose. Ships, ACPs, Infantry and Artifacts all fall under this category.

A *Product* is something created purely to sell. Water, Personal Droids and Contraband are all Products.

***PRODUCTS***

To buy or sell a Product, you must first find a city you wish to buy it from. To see a list of prices by city, go to

* Corporate then
* Reporting followed by
* Product Demand by City

This screen has four drop-down menus at the top - System, Planet, Category and Product. Select these options as you wish.

*For example, to find the price of Exotic Metals on Earth, we'd select Sol - Earth - Metals - Exotic Metals*

This will then provide you with a series of graphs. On the left, you will see a rising series of percentages. Across the bottom are the names of cities on the chosen planet.

At 100%, the price of a product is double it's base when buying. You'll want to find the shortest bar when buying, and the tallest bar when selling.

*For more advanced rules and tactics, see:* *Advanced Buying and Selling*

*Continuing our example, any city with 100% in Exotic Metals will sell the Metals at 200 credits/piece, as the base price of a Tier One Product is 100 credits/unit.*

This graph, naturally, lets you see where to sell Products for the best price - the higher the bar, the greater the value.

*So you could buy Exotic Metals in, say Rabat for 50% (100 credits/unit) and sell them in Warsaw at 320% demand(320 credits/unit, as price ISN'T doubled when selling) and earn a tidy profit.*

To buy a Product, you must have either a Unit (Starship, Vehicle, or Infantry) or a Distribution Centre in the city.

***ITEMS***

Items work differently, as they are sold by Contracts from other players.

To see the available contracts, you go:

* Corporate then
* Contracts

This will bring up a menu, allowing you select Availability (allows you to set the area the Contract is available in), whether it's a Buy or Sell contract, what category (Products may also be bought and sold via contracts), the specific Item or Product you want and even the ID, useful if this is a pre-organised deal.

You may also create contracts from this screen.

When looking contracts, do note who it is made out to - the Availability column will state 'All' or the name of a specific Corporation - and the Status column.

Note that the 'My --' selections of Availability are based on where your Corp HQ is.
Industrial Polymer

Industrial Polymers are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Industrial Polymer you need an Polymer Factory made from ACP Structure and (**2**)Precious Minerals, (**1**)Precious Metals and (**7**)Industrial Chemicals.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Fresh Water

Water is considered a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Water, you need an ACP and a tile that has fresh water as a resource. Click on the ACP page for more info about production levels and upgrades.
Beef

Beef is considered raw material used in supplying a city. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

***Crops and Meats affect population at 5x normal and Water which affects overall population at 10x the typical rates. The surplus or lack of food and water in a city carries much more weight than other products when calculating population growth.***

To make beff, you need an ACP and a tile that has pastures as a resource. Click on the ACP page for more info about production levels and upgrades.
Production

In BotG production starts from the most common resources (Raw Materials) that are then produced into Components, Civilian Services and End Products through a manufacturing, distributing process managed by yourself. Start by making sure you have an ACP Structure(s) to build on the designated tile(s).

Each product has a demand, value and a volume. Keep an eye out for these when looking to sell to a city. **The higher the Value and demand the better!**

The "Viewscreen" button (top left corner) is a great way to look for certain Minerals, Metals, Chemicals and other basic products to start your journey. Then click "Resources" button which is just below that. All of the Raw Materials are automatically checked but filters are there to help you provide a quick and easy way to find what is available on certain tiles. Resources will have a number beside them letting you know how many tiles that resource is available on the planet. Click on a tile that shows a resources, then you will see most have a base of 10 Units (10U) per turn when you click on the tile to see its output.

This is just the basic description on how to look for these resources. More pages will be added to help guide you through your first steps on making an ACP structure and how to set them up!

Links to resources:
Precious Minerals

Precious Minerals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Precious Minerals, you need an ACP and a tile that has precious minerals as a resource. Click on the ACP page for more info about production levels and upgrades.
Advanced Electronics

Advanced Electronics are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Advanced Electronics you need an Electronics Factory made from ACP Structure and (**3**)Precious Minerals, (**5**)Precious Metals and (**2**)Rare Chemicals.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Paultry

Paultry are a considered raw material used in supplying a city. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

***Crops and Meats affect population at 5x normal and Water which affects overall population at 10x the typical rates. The surplus or lack of food and water in a city carries much more weight than other products when calculating population growth.***

To make paultry, you need an ACP and a tile that has pastures as a resource. Click on the ACP page for more info about production levels and upgrades.
Small Power Cell

Small Power Cells are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Small Power Cells you need a Power Cell Factory made from an ACP Structure and (**6**)Radioactive Metals, (**1**)Basic Metal and (**3**)Rare Chemical.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Basic Minerals

Basic Minerals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Basic Minerals, you need an ACP and a tile that has basic minerals as a resource. Click on the ACP page for more info about production levels and upgrades.
Components

Components in BotG are 2nd Tier products you can manufacture using your raw materials. Components can then be sold on the market or made into Civilian Services or End Products.

These too can be created using ACP Structures and have a base output of **10** units per turn.

They also have a base sell of **$250/unit**. *Keep an eye out for the demand and value of these products as they can shift very quickly.*

Here is a list of components and the ACP structures they are built in, in BotG:

## Alloys - Alloy Factory

* Advanced Alloy
* Basic Alloy
* Exotic Alloy

## Ceramics - Ceramics Factory

* Advanced Ceramic
* Basic Ceramic
* Exotic Ceramic

## Construction - Construction Factory

* Basic Materials
* Complex Materials
* Heavy Materials

## Electronics - Electronics Factory

* Advanced Electronics
* Basic Electronics
* Experimental Electronics

## Fabrics - Fabrics Factory

* Basic Fabric
* Exotic Fabric
* Rare Fabric

## Polymer - Polymers Factory

* Basic Polymer
* Exotic Polymer
* Industrial Polymer

## Power Cells - Power Cell Factory

* Experimental Power Cell
* Large Power Cell
* Small Power Cell
Basic Alloy

Basic Alloys are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make basic alloys you need an Alloy factory made from ACP Structure and (**6**)Basic Metals, (**3**)Basic Minerals and (**1**)Basic Chemical.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Spaceport

The spaceport is a Megastructure that has little to no combat values, but can help the planet it orbits and its constructor economically.

Spaceports decrease industry cost of all structures on a planet, as well as generate a small percentage of planetary sales as revenue for the owner. If multiple spaceports are in orbit then the profit is split between the owners of the spaceport. At level 1, a Spaceport reduces industry cost by 1% and generate .1% of all sales as revenue. This caps at 10% industry discount and 10% revenue.

Spaceports are excellent investments for growing planets, but the four-Megastructure maximum around a planet can make placing one problematic.

A Spaceport must be built as an ACP, costing $250,000,000 and taking 100 turns. At level 1, they cost 15,000/turn.
Complex Materials

Complex Materials are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Complex Material you need an Construction factory made from ACP Structure and (**1**)Basic Woods, (**6**)Precious Minerals and (**3**)Basic Chemicals.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Exotic Metals

Exotic Metals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Exotic Metals, you need an ACP and a tile that has exotic metals as a resource. Click on the ACP page for more info about production levels and upgrades.
Guide to the Wiki

This guide will explain any rules to the wiki and how the wiki is set up. If you think something should be added here go ahead and say something in the comments below. To start, let us get the rules out of the way. The rules are quite straightforward, but if you have any questions you can contact the founder or one of the admins.

### Wiki Rules

* No inappropriate content (this includes porn, blood/gore, and repeated cursing)
* Don't do major editing to someone else's post without their permision (fixing typo's or adding something small is fine, but don't go any further than that)
* Just be kind
* and most importantly have FUN!

### How the Wiki Works

This wiki is made from anyone willing to participate. Currently it is small, but we want it to eventually be a hub for anyone who plays Barons of the Galaxy. If you ever need help you can always talk to the founder or the admins. One key thing that I want to mention is that if you want your post to be in one of the sub-section on the main page all you have to do is categorize It by whatever the sub-section is named. For example, if I am making a guide and I want it in the guides sub-section so everyone can see it. All I have to do is scroll down right below my work to the catagories bar and type "Guides".
ACP

ACP's (Automated Construction Package) are the tool used to build structures at locations away from your Corporate HQ.

ACP's take up 100 cargo space. To use an ACP

1. Collect it with a vehicle that has enough cargo space.
2. Move to the location you wish for the ACP to be constructed at.
3. Deploy the ACP from the vehicle via the orders tab.

The ACP's available are as follows:

## ACP Structure Upgrades

All Structures can be upgraded in level up to level 10. Increasing their level multiplies how much they cost, how much they produce per turn and even their hit points. Upgrading a structure is nearly identical to building several more of the same thing however upgrading a single structure costs less to construct, less to maintain logistically and also has a higher output efficiency. Below is a table that shows how the upgrade effects progress:
Scout

Small and fast courier ship. Limited combat ability.

## General Information

Can be built by a level 1 Shipyard.

A highly useful early-game vessel, the Scout is ideal for shipping items around the game, deploying ACP's  or shipping small amounts of product around.

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.[*requires update*]
Rare Woods

Rare wood is a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Rare woods you need an ACP and a tile that has rare woods as a resource. Click on the ACP page for more info about production levels and upgrades.
Logistics

Logistics are a brake on your expansion, and a major reason to keep upgrading your Corporate HQ. There are two types of Logistics - Structure  and Units .

Each level of a Structure  or Unit  adds one to your Logistics. As long as your total Logistics is equal to or lower than your maximum (as shown on The Assets - Overview page at the top) you're fine. However, for each point *over* you are, a 1% penalty is added to the upkeep of *all* your Structures  or Units  (depending on which Logistics os over).

For example, a level 5 Shipyard  adds 5 to your Logistics and costs $1000 a turn in Upkeep. If your Logistics is 10 points over, your Shipyard  costs 10% more - so $1100 per turn. This 10% fee is added to *all* your structures  as long as you're over Logistics cap.
Basic Ceramic

Basic Ceramics are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Basic Ceramics you need an Ceramics factory made from ACP Structure and (**5**)Basic Minerals, (**3**)Basic Metals and (**2**)Basic Chemicals.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Freighter

Large freighter designed to carry a lot of cargo. Vulnerable in combat.

## General Information

The Freighter is an early-game workhorse, capable of hauling large amounts of goods across the galaxy. Can be built by a Level 2 Shipyard.

#### Strong Against

Cargo, ACPs (that is Freighters can carry oodles of them).

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.[*requires update*]
Fighter

Standard fighters effective vs most soft targets and can fight in space.

## General Information

Fast and well rounded: fighters maintain air superiority and perform surgical strikes against soft targets of opportunity. They can be built by a Level 4 Military Base or a Level 4 Shipyard.

Fighters can deal substantial damage to Ships at high levels, making them valuable in space combat when loaded into a Carrier's hangar. What they excel at, however, is countering Bombers.

While Fighters don't have the raw firepower to take down enemy units alone, they are excellent in a harassment role. Few surface units are able to mount an effective defense against their high speed and extreme maneuverability. They are substantially more vulnerable to damage from other Aircraft and Ships, however.

#### Weak Against

Varitek, Missile Turret, all Ships except Scout, Freighter and Frigate

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.
Fish

Fish are a considered raw material used in supplying a city. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

***Crops and Meats affect population at 5x normal and Water which affects overall population at 10x the typical rates. The surplus or lack of food and water in a city carries much more weight than other products when calculating population growth.***

To make fish, you need an ACP and a tile that has pastures as a resource. Click on the ACP page for more info about production levels and upgrades.
Heavy Materials

Heavy Materials are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Heavy Material you need an Construction factory made from ACP Structure and (**3**)Basic Woods, (**5**)Basic Minerals and (**1**)Rare Chemical.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Basic Metal

Basic Metals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Basic Metals, you need an ACP and a tile that has basic metals as a resource. Click on the ACP page for more info about production levels and upgrades.
Tobacco

Tobacco is considered raw material used in supplying a city. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

***Crops and Meats affect population at 5x normal and Water which affects overall population at 10x the typical rates. The surplus or lack of food and water in a city carries much more weight than other products when calculating population growth.***

To make tobacco, you need an ACP and a tile that has fields as a resource. Click on the ACP page for more info about production levels and upgrades.
Vegetables

Vegetables are a considered raw material used in supplying a city. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

***Crops and Meats affect population at 5x normal and Water which affects overall population at 10x the typical rates. The surplus or lack of food and water in a city carries much more weight than other products when calculating population growth.***

To make vegetables, you need an ACP and a tile that has fields as a resource. Click on the ACP page for more info about production levels and upgrades.
Monolith

Gigantic capital ship very effective vs ground targets. Enormous hit points.

## General Information

Can be built by a Level 5 Shipyard.

The Monolith, a gigantic ship that has cargo space, good armor, and attacks well against ground units. This ship costs more than you can probably handle, but if you can afford this ship it will serve you well.

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.[*requires update*]
Basic Materials

Basic Materials are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Basic Material you need an Construction factory made from ACP Structure and (**6**)Basic Woods, (**1**)Basic Mineral and (**3**)Basic Metals.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Exotic Minerals

Exotic Minerals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Basic Chemicals, you need an ACP and a tile that has exotic minerals as a resource. Click on the ACP page for more info about production levels and upgrades.
Basic Polymer

Basic Polymers are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Basic Polymer you need an Polymer Factory made from ACP Structure and (**2**)Basic Minerals, (**7**)Basic Chemicals and (**1**)Industrial Chemical.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Precious Metals

Precious Metals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Precious Metals, you need an ACP and a tile that has precious metals as a resource. Click on the ACP page for more info about production levels and upgrades.
Starbase

The Starbase is a megastructure that acts as a shipyard. It produces faster (2x) than a normal shipyard and provides an attack damage increase to all units in a combat area where the owner is involved. All units on the attacking or defending side with a Starbase will get a 1-100% increase in attack depending on the level of the Starbase. This bonus is displayed at the top of the battle report if present.
Infantry

A group of soldiers with standard equipment. Versatile on the ground against soft targets.

## General Information

The first true combat unit available. Low cost and formidable at high levels, but otherwise not very useful. Can be built by a Level 1 Military Base or your Corporate HQ.

Not very useful at Level 1, but they can be used to move small amounts of cargo or deploy ACPs in hostile environments. Counters commandos.

High level infantry can be used as boarding squads on ships with hangars, giving them the ability to participate in space battles.

#### Weak Against

Mechanized, Battlesuit, Artillery, Capital Ships, Missile Turret

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.
Radioactive Metals

Radioactive Metals are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Radioactive Metals, you need an ACP and a tile that has radioactive metals as a resource. Click on the ACP page for more info about production levels and upgrades.
Exotic Plants

Exotic Plants are a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

To make Exotic Plants, you need an ACP and a tile that has exotic plants as a resource. Click on the ACP page for more info about production levels and upgrades.
Experimental Electronics

Experimental Electronics are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Experimental Electronics you need an Electronics Factory made from ACP Structure and (**1**)Exotic Metal, (**4**)Rare Chemicals and (**5**)Exotic Minerals.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Commando

Specialized infantry designed to destroy structures.

## General Information

Saboteurs who specialize in surgical demolition. Can be built by a Level 2 Military Base.

Commandos are extremely dangerous at high levels, but they carry no cargo and are poor fighters against ground and air units. They must be escorted by larger units if you want them to survive.

They can be loaded onto ships with hangars and participate in space battles, where they infiltrate other ships and perform surgical strikes against critical systems. This role makes them more effective against larger ships.

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.
The Peoples Revolt

The Peoples Galaxy were a corporation of terrorists. On the 25th October, 2017, the Peoples Galaxy began a war of rebellion against the Corporations of the galaxy, claiming they would bring about the downfall of their autocratic power.

After a flurry of surprise attacks, the Corporations of the galaxy rallied and struck back, decimating the Peoples Galaxy and their ally, WudWerx. The revolt was brought to an abrupt halt by the sheer power of the allied governments, though no final surrender was ever given.
Basic Electronics

Basic Electronics are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Baisc Electronics you need an Electronics Factory made from ACP Structure and (**3**)Basic Minerals, (**6**)Basic Metals and (**1**)Basic Chemical.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Orbital Gun

A powerful Megastructure asset, the Orbital Gun can assist any surface combat, making it extremely powerful on war-torn worlds.

It is able to defend itself, but is not designed for it, so a defensive fleet is recommended.

The Orbital Gun costs $250,000,000 and takes 100 turns to build. It costs $10,000/turn in upkeep.
Varitek

Transforming Fighters that are nearly as effective as Battlesuits also. Counters fighters.

## General Information

Inspired by ancient media from Japan, Varitek are advanced Battlesuits that can transform into high speed Fighters to more effectively participate and aerial combat. They can be built by a Level 5 Military Base or a Level 5 Shipyard.

Contrary to widespread rumors among the civilian population, Varitek are not capable of interlocking with one another to form a large robot. Military experiments performed early in the program found that such configurations placed unnecessary G-forces on pilots, particularly those stationed in the extremities.

Varitek don't outperform the Battlesuits or Fighters that they are meant to replace, but are highly valuable to commanders who can afford the cost of their bleeding edge tech. Being able to transform into Battlesuits in flight means that they can pivot in-flight at any speed, making it all but impossible for other craft to approach them without retaliation. This gives them a particular advantage against small craft.

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.
Cotton

Cotton is a raw material used in creating more advanced products. It can also be sold on the market for a base price of $100/unit.

***Crops and Meats affect population at 5x normal and Water which affects overall population at 10x the typical rates. The surplus or lack of food and water in a city carries much more weight than other products when calculating population growth.***

Amount/Unit depends on demand AVG at a city.

To make Cotton, you need an ACP and a tile that has fields as a resource. Click on the ACP page for more info about production levels and upgrades.
Rare Fabric

Rare Fabrics are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Rare Fabric you need an Fabrics Factory made from ACP Structure and (1)Precious Metal, (**8**)Rare Chemicals and (**1**)Cotton.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Advanced Alloy

Advanced Alloys are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Advanced Alloy you need an Alloy factory made from ACP Structure and (1)Precious Minerals, (6)Precious Metals and (3)Radioactive Metals.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Artillery

Powerful long range guns effective against ground targets and large ships but very vulnerable.

## General Information

The veritable glass cannon. Artillery pieces are enormous rail cannons strapped to a set of exo-treads. They can be built by a Level 4 Military Base.

Artillery is a highly effective tool, and can be used to lay waste to all manner of ground units and structures. They can fire air-burst plasma charges that deal more damage to Aircraft and Ships, but their large energy signature and poor maneuverability leave them vulnerable to attacks from above.

There are few surface forces in the galaxy that can stand up to upgraded artillery units behind a wall of Armor with Fighter support. Only the largest of capital ships can hope to stand against such a show of force.

Despite their huge damage potential, Artillery suffer from a relatively low firing speed. This gives them a disadvantage against Shield systems, which have time to recharge and rebalance themselves between impacts.

While it's tempting to strap these large cannons on wheels to the hulls of ships for additional firepower, artillery was never built to withstand the rigors of space combat. Numerous past attempts have resulted in the total loss of vehicle and crew, and it is all but impossible to convince field engineers to attempt such a feat anymore.

#### Strong Against

All Ground Units except Aircraft, all Defenses except Shields, Structures

#### Weak Against

Other **Artillery**, Fighter, Bomber, Varitek, Capital Ships, Rail Gun, Shields

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.
Lamb

Lamb is considered raw material used in supplying a city. It can also be sold on the market for a base price of $100/unit.

Amount/Unit depends on demand AVG at a city.

***Crops and Meats affect population at 5x normal and Water which affects overall population at 10x the typical rates. The surplus or lack of food and water in a city carries much more weight than other products when calculating population growth.***

To make lamb, you need an ACP and a tile that has pastures as a resource. Click on the ACP page for more info about production levels and upgrades.
Population

## Information

Population is what is needed to purchase more Businesses. With a low population, the amount of cash you can earn will be lesser as you are unable to put down many Businesses.

## Ways to obtain

To increase your population, you will need to purchase more Housing. Different Housing will increase your population by different amounts.
2004 British Touring Car Championship

The **2004 JBMINIATURES Green Flag MSA British Touring Car Championship season** was the fourteenth British Touring Car Championship (BTCC) season which commenced on 11 April and ended on 26 September. The championship consisted of ten meetings, all but one were held in the United Kingdom, with Mondello Park in Ireland being the only round outside of the UK.

2004 was the inaugural year for S2000 specification cars to be permitted into the championship, running alongside BTC-T specification cars.

## Teams and drivers

The following 17 drivers and 13 teams took part in the 2004 British Touring Car Championship (BTCC):

## Race calendar

 2
 3
 4
 5
 6
 7
 8
 9
 10
 R30

## Championship standings

### Super Points system

Increased points (in comparison to the regular points system) are awarded to the top 5 drivers in the second race of each round as follows:

### Manufacturer Drivers Points system

Points are awarded to the finishing Manufacturer class drivers in every race as follows:

### Independent Points system

Independent points are awarded to the finishing Independent class drivers in every race as follows:

### Championship Tables

**Drivers Championship**

**Teams Championship**

**Manufacturers Championship**

**Independents Championship**
Green Tent

## Information

The Green Tent and the Red Tent are both the same except for colour difference. However, new players start off with a Green Tent instead of the Red Tent. Both tents are the worst housing in the game due to their size and how little they give.

Requires: -

Costs: 100 Money

Earns: 2 Population

Sells for: 50 Money

## Appearance

A Green Tent made out of 2 sticks and a Green cloth.

## Dimension

The Green Tent has a dimension of 3x3, occupying a total of 9 tiles. This makes the Green Tent and the Red Tent a bad house.
Carrier

Large ship for carrying other units and fighters. Limited combat ability.

## General Information

Can be built by a Level 3 Shipyard.

The carrier is a ship that has little firepower, but can carry other units with it. It can move through space and the units inside will fight with it IF they are fighters, bombers, or variteks. Land units will only fight on a planet and not in space.

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.[*requires update*]
Citytown Wiki

**Welcome to the Citytown Wiki!**
Citytown is a new game by Skilled Scripters where you create your own city by purchasing businesses and houses to earn more money and increase the population of your city.

Businesses are the only way so far in the game to earn Cash. There are currently 17 different businesses in the game so far. All businesses can hold up to 5 in-game days worth of cash before stopping cash inflow.

Housing is what increases the population of your city. There are currently 19 Houses in the game.

Decorations are purely for the looks of your city and does not help expand your city further.

Roads are only for the looks of your city and does not help further expand your city. Roads can be good for separating different parts of your city or create a path to walk/drive on.

Vehicles are optional in the game as they do not help you to expand your city further. Vehicles are only used to get around the map.
Money

## Information

Money is the currency in the game and it is used to buy everything.

## Ways to Obtain

To earn Money, walk up to a Business and stand on the green circle in front of it. The money displayed on the green circle will be immediately given to you.

For example, this business has 16 money displayed on it. If its owner steps on it, he/she will earn 16 money.

## Spending

After earning some money, you can use it to buy new buildings, decorations and vehicles. These will help expand your city further and let you progress further in the game.
Red Tent

## Information

The Red Tent and the Green Tent are both the same except for colour difference. However, new players start off with a Green Tent instead of the Red Tent. Both tents are the worst housing in the game due to their size and how little they give.

Requires: -

Costs: 100 Cash

Earns: 2 Population

Sells for: 50 Cash

## Appearance

A Red Tent made out of a stick and a red cloth.

## Dimension

The Red Tent has a dimension of 3x3, occupying a total of 9 tiles. This makes the Red Tent and the Green Tent a bad house.
Armored

Main battle tanks. Durable and efficient but vulnerable to air attacks.

## General Information

Designed to draw fire and handle plenty of punishment. Can be built by a Level 3 Military Base.

Armored have the largest size of all Category:Ground Units, giving them the ability to shield other units with their comparatively large pools of hit points. See Combat and for more information about how unit stats are handled in combat.

Armored units have no cargo capacity (presumably all extra space is filled with ammunition and bolt-on armor plating). Their moderate speed allows them to respond quickly to changing conditions on the battlefield.

They are vulnerable to Artillery and Bombers, however, so be sure to give these bullet shields plenty of cover against attacks from above.

#### Weak Against

Artillery, Bomber, Capital Ships, Rail Gun

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.
Battlesuit

Large mechanized suits designed for assault. Effective vs most other ground types and moderate vs air.

## General Information

Heavily armored suits of powered armor with powerful energy weapons and shoulder mounted rocket launchers. Designed to get in, inflict massive punishment, and get back out. Can be built by a Level 3 Military Base.

Battlesuits are effective against many types of units with few weaknesses. Additionally, their zero-g thrusters and vacuum rated suits give them the ability to participate in space combat as hull breachers and formidable terror units during boarding operations.

Their shoulder-fired missiles give them an improved capability to track and attack aircraft when compared to other ground units, but they require cover as their large energy signature makes them particularly vulnerable to aircraft targeting systems. At high levels, however, they can stand toe-to-toe against small to medium ships.

#### Strong Against

All Ground Units except Armored and Aircraft, Defenses, Structures

#### Weak Against

Artillery, Fighter, Bomber, Varitek, Capital Ships, Rail Gun

## Base Combat Performance

Damage inflicted and received should be multiplied by the unit's power stat for its level.
Large Power Cell

Large Power Cells are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make Large Power Cells you need a Power Cell Factory made from an ACP Structure and (**6**)Radioactive Metals, (**3**)Industrial Chemicals and (**1**)Rare Chemical.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*
Exotic Fabric

Exotic Fabrics are a T2 product/components in BotG. Made from raw materials. Can be manufactured to produce higher quality/value end products or civilian services.

To make ExoticFabric you need an Fabrics Factory made from ACP Structure and (**1**)Exotic Metal, (**8**)Exotic Chemicals and (**1**)Exotic Mineral.

Has a base output of 10 and a base sell of $250.

Click on the ACP page for more info about production levels and upgrades.

Populations Effect: *Coming soon to wiki*