recursal/Fanatic-Fandom huggingface dataset:
Places of Interest

This list includes places of interest from both civilized and as of yet untamed parts of the realm.

Icara

The Coral Temple

The Fire Mountain

The Spawn Gorge

The Ice Falls

The Ice Mountain

Bleak Reef

The White Dunes

The Abyss

Slantshard

Steamgout Vents

Pearlsdeep

Topview Cliff

Château Lamprey

Sunhill Grove

Rocktooth Cove

Tomebound Hall

Sweetmeadow Farm

The Torrids

Fiery Fir

Grimpit Cave

Clawshake Grove

Dragonbone Island

Sharp Rock Pit

Prosperous Road

Evencalm

The Smith’s Complex
Vehma

### Personality & Reputation

Although it’s easy to accuse Vehma of being a fickle, demanding god when a harvest is ruined or a couple fails to conceive, for most people they are a benevolent caregiver who brings abundant gifts of life to mortal beings.

### Worship

* Vehma’s worship knows no national borders. They are especially popular among peasants and other folk living simple lives off the land.
* Vehma, along with Valpas, is worshipped by the Order of Bounty, a quasi-knightly order dedicated to parenthood and fertility.

### Holy Places

* Temples and sanctuaries across the realm.
Creatures

Many creatures familiar from our own folk tales and fantasy stories populate the forests and plains, rivers and seas of Venturia, from the frightening undead to the noble wyvern. Some beings unique to Venturia are:

Mirklings: dark pixie-like creatures with a mischievous streak

Irklings: a miserable and highly annoying offshoot of Mirklings that can only be seen by those already in a sour mood

Weirdlings: monstrous hybrid creatures that come in a variety of shape and form

Kauno: descendants of a cult of weirdling-worshipping Orcs which transformed into monsters themselves

Ranqqa-Liero

Ormelis

Giant Wombat

Rainbow Nibbler

Kauno

Weirdling

Specter

Glow Zombie

Glowhorse

Shearclaw

Mirkling

Irkling

Giant Ant

Centaur

Grimgoat

Wyvern

Bloomcattle

Muskferret

Firefox

Gutkiller Snake

Giant Silt Ray

Nixie

Ailbear

Woesquito

Dragon

Kraken

Hoolicanine

Hograt

Capybara

Mammoth Beaver

Bigfoot
Ylivuo River

### Location

The Radiant Empire. Stretches from its spring in Wineweal to mark the border between that region and Blossomhome before joining Pearlglim River and flowing out to sea.

### Terrain & Climate

Temperate, surrounded by very fertile land.

### History

A very broad and calm river that is easily navigable. The major trade route of the Radiant Empire.
Mellimouth

### Terrain & Climate

A cool but temperate river delta of fresh water that starkly contrasts the foul water of its origin, the Dead Pools. There is something about the Dourkarst that purifies the water into these fresh streams.

### Flora & Fauna

Diverse and abundant. There are many somewhat strange creatures here.

### History

There are theories that claim the purification process has imbued Mellimouth water with magical properties.
Opal Ocean

Opal Ocean

### Location

Northwest of the Balmy Isles, west of the northwestern corners of Yumalkude. The ocean is uncontested Windborne territory.

### Terrain & Climate

The Opal Ocean can prove challenging for the brave seafarer. The winds may pick up fast, and tall waves may spring forth from the previously-calm waters in the blink of an eye.

### Flora & Fauna

Whales and other large sea animals. Many Windborne legends of impossibly-large sea monsters which may or may not be based on reality.

### History

Named after glorious sunsets which color the ocean a deep purple color.
The Razor Mountains

### Location

The Razor Mountains separate the barren Dwarven lands from the rest of Venturia.

### Terrain & Climate

Rocky mountains with sharp rocks. The climate is arid.

### Flora & Fauna

Beasts like Hoolicanines are seen in the Razor Mountains and there are sightings of a Bigfoot as well. Not many flora can be found in the Razor Mountains and those that can are stunted.

### History

When the Dwarven lands became too hostile to live during the civil wars, the Dwarves dug through Razor Mountain to find a more habitable location, entering the Commonwealth of Aureum for the first time. The tunnel was named the Veiled Pass and the Dwarves built a gate they named Eastgate to keep the dangers residing in the Dwarven lands from entering the rest of Venturia.
Meltflow Ravines

### Location

Meltflow Ravines are southeast of the Perianth and west of Primarborea. The melting snow coming down the cliffs of the Perianth run down the Meltflow Ravines into the Icaric Ocean.

### Terrain & Climate

Canyons and rapids with moist climate. Noisy.

### History

In the past the Halcyans had a few outposts in the Ravines. The outposts had to be abandoned though because undeads haunt the Ravines.
Hadron Collider

Hadron Collider

Details

Cost
50000
Process Cost
130
Process Time
4

Research

Hadron Collider

The **Hadron Collider** is one of the Machines in Big Pharma.

## Description

The **Hadron Collider** makes drugs super-reactive! Collided drugs act as though they are at all Concentrations simultaneously. All effects are active and the concentration component of all reactions are satisfied.

## Function

The Hadron Collider is simultaneously one of the most helpful and one of the trickiest processing machines available. It is of particular use when making combination drugs; that is, a single drug with multiple effects. Since cure effects rarely have overlapping concentration ranges - and never have identical maximum effect concentrations - the Collider allows this limitation to be sidestepped. Regardless of the drug's concentration when fed into the Collider, it will emerge with each effect set to its ideal concentration. On the positive side, this allows a drug with maximum effectiveness for cures with radically disparate concentration requirements. However, the Collider does not discriminate, and all side effects will be at maximum strength as well. Consequently, it is advisable to eliminate all side effects prior to feeding the drug into a Collider, and, if at all possible, the Collider be the final processing machine before packaging.

An additional complication involves the Collider's process time. With a processing time of 4, it is one of the slowest-running machines in Big Pharma. As a result, the Collider forms a natural bottleneck in the production process. The natural solution for a bottleneck is to install multiple parallel machines, but the Collider's high purchase price and process cost can make this prohibitively expensive.
Creamer

Creamer

Details

Cost
5000
Process Cost
30
Process Time
1

Research

Creamer

The **Creamer** is one of the Machines in Big Pharma. Medicated creams form a large part of the topical medication class: drugs which are applied externally and absorbed through the skin. In addition to the active ingredients, a pharmaceutical cream is an emulsion of oil and water combined with an emulsifier agent (to keep the two from separating) and a thickening agent. The ratio of oil to water varies based on application; ointments are generally a 4:1 ratio favoring oil, while moisturizing or protectant creams are closer to 1:1.

## Description

The **Creamer** reduces the strength of side-effects in drugs. It also has a low process time.

## Function

With a 2x2 footprint, the Creamer is reasonably compact, but its offset input and output ports can make deployment in groups difficult. Creamers have a distinct advantage in that they reduce side effects present in the drugs they package; a base-level Creamer cuts side effect strength by 50%, while a fully-upgraded Creamer reduces strength by 75%. When a drug cannot be purged of side effects, a Creamer can be a way to make the drug safer and, thus, likely to suffer less severe cure or sales ratings demerits.

Additionally, the Creamer is the only Maker that can make use of the Hypoallergenic booster.
The Arcane Army

### Purpose

Arcane army protects the all-important know-how centered in Quillfork. Its military might is plenty enough for invading purposes, too.

### Controlled by

* The Radiant Empire
* War Mage Beatrice, The Magister’s Wrath, commands the Arcane Army

### Personnel

* The size of the army is measured in the thousands, but the few dozen battle mages are the real power in it.
* Arcane Army has infantry, cavalry, archers, clerics and battle mages.

### Equipment

Mounts, bows, artillery (though rarely needed because of the battle mages and even more rarely for offensive purposes because of their cumbersome size and form)

### Service Culture & Reputation

Every member of the Arcane Army knows at least one spell that is usable in a combat situation. The closer the member is to the vanguard, the faster the spell. Infantry know how to enchant their armor to withstand the attack better, or how to blind their enemies in order to get a free attack. Cavalry might know how to heal or shield their horse, and archers can imbue their arrows with magical fire. But the battle mages, they are a force to be reckoned with and their variety of devastating spells is ample.

Those who join the army are ordered into a specific unit of the army depending on their heritage and the given unit very rarely changes during an Enkindler’s service in Arcane Army. Then they try to climb the hierarchy of the army as best they can.
The council of High Mages serve as the advisors for the War Mage and, should the War Mage desire to quit or otherwise leave the position open, choose a new War Mage among the mages when required.

### History

The Arcane Army was founded after the Magister had built Quillfork as the center of learning. There it amassed, building protection and deterrence for both the Empyre and the invaluable knowledge in Quillfork.

A bloody war was fought in Bracken Moors between the Arcane Army of the Empyre and the Orcs not too many decades ago. In the long and brutal war perhaps the most relentless was a young battle mage, Beatrice, who wrote her name in the history records by racking up kills with her favored spell, Chain Lighting. That moment in her service history earned her her current position as the War Mage of the Arcane Army. It has also made her the nemesis of many Orcs.

The promotion of Beatrice as the War Mage didn’t happen without its hitches, though. The previous War Mage, Mattheo, who was well-liked and looked to be leading the Army for as long as he desired, was assassinated under shady circumstances. After long and tedious debate among the council of High Mages, they eventually chose the strict and merited Beatrice as their new leader. With her service history the council thought it would send a clear message to whoever hired the assassin to kill Mattheo to steer clear of the Arcane Army in the future.
Production

The production Tab is where you get to do most of the work. Production Tab dives you an isometric view of your factory. The layout is procedurally generated for every mission and consists of tiles grouped into buyable zones.

### Import/Export Ports

Import/Export Ports are randomly placed during level generation on the walls of the factory. They can't be moved, bought or sold.
Each port can act as an import of a single type of ingredient or an output for any amount of finished cures.

When a new cure first reaches an export port, a notification proposing to name it will appear in the top right corner of the screen.

A port will not accept unfinished cures (not processed via a Maker-type machine).
A port will not accept a cure until it is named.

### Buying new Tiles

Factory consists of zones, grouped into "buildings", separated by impassable space. Zones vary in size and shape. Each zone contains 1 or more Import/Export Ports. Each mission starts with a single zone owned by the player, and extra zones can be bought by clicking the price tag in the centre of that zone. Cost varies depending on a zone and cost of all zones will increase for each previously bought zone.

You can only buy zones that are adjacent to zones you already own or are connected to them via a dotted line between different "buildings".
Machines

There are basically 4 Types of **Machines** in Big Pharma.

## Machines

###  Basic

* Evaporator
* Dissolver
* Agglomerator
* Ioniser
* Autoclave
* Cryogenic Condenser

###  Advanced

* Chromatograph
* Ultraviolet Curer
* Sequencer
* Hadron Collider

###  Auxiliary

* Analyser
* Multimixer
* Shaker
* Centrifuge
* Packer
* Booster Mixer
* Stock Gate

###  Makers

* Pill Printer
* Creamer
* Sachet Fabricator
* Syringe Injector
Tips & tricks

This page is meant to collect as many tricks as possible of all kinds about the game.

* (Auto Tester): To effectively test cures from slower machines (processing time of 2 or more), make a long belt and fill up the belt with cures before you attach the Auto Tester to the end. I think the tester needs to heat up before it can produce a cure and if it doesn't get a test-subject each turn it will cool down to fast.

* (Auto Tester): If you want to test a specific trait of an expensive cure that have gone through many machines to unlock the trait, you should first fully test the basic components that make up that cure, by simply attach the tester to an import-port and import the basic cures directly into the tester, when all basic traits are done then you can attach the tester to the expensive cure, this makes it so it only test the newly unlocked traits and doesn't waste money on the easier traits.

* The Ioniser & Agglomerator (tier 2) have a higher processing cost than 3 of the coresponding lower tier machines (Dissolver & Evaporator (tier 1)) until the second research upgrade of the tier 2 machine. And that the Dissolver & Evaporator still can be upgraded to be cheaper in total at any of the same upgrade level.
Company

Company Tab provides statistics about your Pharmaceutical startup and what your AI competitor are up to. It also allows you to see your drug ratings. F being the worst (-40% drug value) S+ being the best (+40% drug value). Your competitors will constantly produce drugs, some of which directly competing against yours.

Newer versions of Big Pharma also show a patent (if any) on drugs and allows sorting by column.
Hadron Collider Research

Hadron Collider Research

Details

Duration
12 months
Scientists
20
Level
Master
Prerequisites
Experimental Processing

The Hadron Collider makes drugs super-reactive!

Collided drugs act as though they are at all Concentrations simultaneously. All effects are active and the concentration component of all reactions are satisfied.
Events.data

Back to modding

The events.data file contains an array of 'events' that can be randomly chosen by the game to affect Cure demand.
Related entries in strings-en.data provide the text for the events.

### Example Event

```
{
"id":"moneyproblems",
"ramp":50,
"duration":360,
"delay":20,
"cureDemandChanges":
  [
  {"cureId":"migraine","change":15},
  {"cureId":"insomnia","change":15},
  {"cureId":"anxiety","change":10}
  ]
}

```

### Event Keys

* id - the unique id for this event. This is used to look up the display text associated with this event in strings-xx.data.
* ramp (optional) -the number of game ticks to ramp up/down the change in cure demand
* duration (optional) - the number of game ticks the change in Cure Demand will be in affected
* delay (optional) - the number of game ticks to delay the start of change in Cure Demand after event announcement
* cureDemandChanges - array of cure(s) to be changed
	+ cureDemandChanges:cureID - the cure being affected
	+ cureDemandChanges:change - the change in the current Cure Demand
The Wonderer

### Personality & Reputation

If there is a question, you can bet the Wonderer wants to know the answer. Or if there is secret location to be discovered, she’ll want to find it. Every new idea is said to be brought to the inventor by the Wonderer, whose desire to find new things to add to her ever-growing Tome of Discoveries is insatiable. It is also said that of all the gods the Wonderer is most probable to be encountered by a Venturian, because the rumor is that she walks among the mortals.

From time to time she secretly visits the halls of knowledge in disguise, and all of a sudden an inventor notices something no one has ever even thought of and something new and brilliant is given to the people of Venturia.

### Worship

* The Wonderer is being asked for help if people want to find a new path in their life or by an inventive mind who’s struggling to brainstorm something new.

### Holy Places

* The Wonderer visited the Enkindlers, and inspired them to create a towering structure, a beacon of knowledge, wisdom and civilization: Towerage

* The topmost peak of the High Mesas, Evencalm, is said to be the latest place in Venturia the Wonderer has provenly visited. Thus a statue of the Wonderer has been erected there and it is often visited by her worshippers who leave coins and other valuables there. And more often than not, they’ve disappeared, of course said to have been collected by the Wonderer.

### Associated Factions

* Keepers of the Quill and the Plume

Notable Creations

* Halcyans
* Towerage.
Loans.data

Back to modding

The loans.data file contains an array of 'Loan' objects which define possible bank and loan parameters randomly chosen for scenarios that have loans.

### Example Loan

```
{
  "id":"loansrus",
  "sprite":"bank_loans_r_us",
  "cash":[1,2],
  "term":[1,2],
  "maximumRevenue":500000
}

```

### Loan Keys

* id - the unique id for this Lending Institution/Bank. This is used to look up the display text associated with this effect in strings-xx.data.
* sprite - the image to be used
* cash - array of the possible loan amount ("cash")
* term - array of the possible loan duration ("term")
* maximumRevenue or minimumRevenue - ???
Concentration

The concentration of a solution or ingredient causes different side effects to become active. It is a core-element in producing drugs in Big Pharma.

Machines can be used to alter the concentration of a substance to make a desired effect active or an unwanted side-effect inactive. Often it is not possible to have a substance without active side-effects due to overlapping active areas of the effects. It is possible to create drugs with multiple good effects, e.g. by using a Multimixer.
Ioniser

Ioniser

Details

Cost
2200
Process Cost
35
Process Time
1

Research

Ioniser

The **Ioniser** is one of the Machines in Big Pharma.

## Description

The **Ioniser** fires beams of charged particles into your drugs, decreasing their concentration by 3

**Note** that this machine has a higher processing cost than 3  Dissolvers until the second research upgrade of this machine. And that the Dissolver still can be upgraded to be cheaper in total at any of the same upgrade level.
Turtle Cove

### Physical Description

Because of the warm climate the houses in Turtle Cove are lightly build and have just about no insulation. Lightly in Turtle Cove doesn’t mean unsteady though because of the constantly blowing winds. The only palm tree, the Windborne were hoping to see in the Balmy Isles, is in the hanging sign of the Palmy Flagon.

### Inhabitants & Culture

Most of the inhabitants are Windborne but the occasional Enkindler or Aureate comes looking for a new life in the Balmy Isles. Halcyans are valued residents because of their superior ability to work as a lookout for a ship.

The Windborne make their living almost solely related to the ocean. Those who don’t belong to a ship’s crew work at the docks, as fishermen, as sailors or as shipwrights. Just about every Windborne dreams of sailing the seas of Venturia and most of them end up doing so. Sailing the seas is all but required of a Windborne in their culture, returning with extravagant and ravishing stories to tell when they return.

### Hazards

Mostly just the warm climate. If one isn’t used to it, it might cause trouble at the beginning in forms of sunburns and dehydration.

### History

Turtle Cove was founded when Enkindlers from the White Dunes, where two different plagues hit, were forced to abandon their home and look for a new one. The Enkindler-refugees were turned down by the Silver Court and needed to look elsewhere. They braved the Torrids and ended up on the Balmy Isles and made it their home.
The Two-as-One

### Affiliations

The Two-as-One serve as the dual rulers of the unified Elven peoples. At any point in time, there is one king or queen that is of Sylvan and one that is of Sea Elf descent. These two work together closely, representing not only the interests of their respective peoples but the Elven kingdom as a whole.

Ideally, their reigns overlap so that when a new Sylvan Elf king/queen comes to power, they are guided by their older and more experienced Sea Elf co-ruler, and vice versa. There is generally no expectation of a romantic partnership between the two rulers, but it is not unheard of; however, no Sea-Sylvan offspring has ever been born of such a union.

The House of the Two-as-One in Siimes is the seat of their power as well as a temple for Unity.

### Appearance

Though the Two appear visually very distinct, there is a certain harmony to their appearance. Both wear crowns made out of crystals, shaped to resemble twisting tree branches and glistening like sunlight on water. They move unburdened by clothing or armor.

### Personality

The exact nature of the relationship between the Two varies based on the disposition and will of each monarch. Cooperation is the very basis of the Two’s work, so the individuals chosen to serve are trained from an early age to be amicable, tolerant, and willing to negotiate. Many Twos-as-one develop an intimate, even codependent relationship.

### Background

The very first pair of Two-as-One, two queens, were appointed by Unity themself immediately following the unification of the Elven peoples. Nowadays, a handful of candidates from both Sylvan and Sea Elves are raised by acolytes from a very young age in the House of the Two-as-One and groomed specifically in the arts of diplomacy and wise ruling. At the time of passing of an old king or queen, one of them is appointed the new ruler. The rest often find their calling as ambassadors or diplomats, ever ready to return and receive the burden of the crown should the new monarch fail in their duty in some way.
Belt

Belt

Details

Cost
100
Process Cost
0
Process Time
1

Research

Belt

The **Belt** is used to connect different Machines.

## Description

The **Belt** is a conveyor used to connect different Machines together. It has no Process Costs and a Process Time of 1.

## Placement

If you drag the belt from one place to another, the belt will attempt to find a way between the start and end, automatically connecting to machines at the start and end.

If you hold down the Control key, the belt placement will default to an alternative placement style, which will change angle depending on your cursor position. This can be used to place angled belts without a machine already placed down.

You can make T-Junctions by dragging a belt from an existing one. This allows you to make basic and more advanced production lines.

A 4-way belt junction will always have two ins and two outs, crossing each other. This can be very useful for machines like the Multimixer and Centrifuge, where you often need to cross an input over an output. However, you have to plan around this if you want to merge or fan out three lines from one, since a 4-way junction can't do that.
Big Pharma Wiki/Top section

Welcome to the Official *Big Pharma* Wiki
the Big Pharma reference written and maintained by players, for players.
Please feel free to contribute by creating new articles or expanding on existing ones.
We are currently maintaining 455 pages (123 articles).

**About Big Pharma**

What if you had it in your power to rid the world of disease, to improve the lives of millions, to ease suffering and cure the sick… and earn a tidy profit? As the head of your own Pharmaceutical Conglomerate you have this power resting in your hands. Will you use it for good? Being totally altruistic may not be the best business plan. The uncomfortable truth (is there an ointment for that?) is that some remedies are more profitable than others and illness is good for business.

Welcome to the world of Big Pharma!

From humble beginnings with a few rusty reconditioned Machines, you can progress from knocking out cheap generic treatments for minor ailments, to discovering new active ingredients and hi-tech machines to help refine the next generation of world-changing drugs. But watch out, you’re not alone out there. Rival Corporations that want to put you out of business have their own set of competing cures and treatments. Then there’s the dynamically shifting marketplace which means that your fancy cold and flu medicine from last winter might not sell so well now it’s the height of summer. Where did I put my anti-wrinkle sun cream?

Big Pharma is part business sim, part logistics puzzle. It’s one thing to work away in the lab perfecting new formulas, but converting the ‘sciency stuff’ into cold hard cash means bringing an engineering and business mind to the problem. Factory space is expensive, and those fancy new Agglomerators and Centrifuges don’t always slot nicely together. Development started in May 2014 and the game was released August 28th, 2015.

**Basic Machines**

Evaporator

Dissolver

Agglomerator

Ioniser

Autoclave

Cryogenic Condensor

**Game Features**

* 35 business-busting challenges spread out across 7 unique scenarios
* Custom game mode
* Freebuild mode
* Modding support

**Game Basics & Guides**

Handy Guides
* Getting Started
* Tactical Strategies
* General Tips

Basic Info
* Machines
* Production
* Ingredients
* Cures
* Research
* Company
Modding

Please see developer blog for information on modding.
Modable text data files are in JSON format.

http://www.twicecircled.com/2c/big-pharma-vlog-23-modding-in-new-effects/

Only one mod can be loaded at any time. Players are encouraged to combine all the mods they wish to use into a single mod, if they want to use more than one [1]

### Mod File Information

On Windows platform, new mods can be saved to the \users\%username%\Documents\My Games\Big Pharma\Mods folder.
Each mod needs its own subfolder here.
You must include a modinfo.data metadata file or the game will ignore that mod.
Additionally you can add any files from Big Pharma\_Data\GameData that you wish to modify.
The game will read data files from your mod instead of the default files, with the exception of strings-en.data, which will ADD to the default strings-en.data file data.
Modders are encouraged to note if they overwrite effects.data in their mod so users will be aware they can only load one mod that does so.

* modinfo.data -- **Required file**. If this file is not present in your mod folder, the game will ignore it.

* ai.data
* effects.data -- if included, the mod's copy will overwrite the base copy when loaded (instead of appending)
* equipment.data
* events.data
* loans.data
* locations.data
* research.data
* resolutions.data
* scenarios.data
* paint.data
* gui.data
* Buildings/build\_example.data

#### Localized Files

Modders are encouraged to provide all localizations for any of the files below they choose to include:

* drugNames-de.data
* drugNames-en.data
* drugNames-fr.data

* names-de.data
* names-en.data
* names-fr.data

* strings-de.data
* strings-en.data
* strings-fr.data

**Marketing and Malpractice DLC**

To make your mod compatible with the Marketing and Malpractice DLC, you need to include a set of files in a subfolder called "MM". When enabled, the game will automatically use these files in preference to the ones included in the DLC.

To make sure your mod supports the new machines included in the DLC, it is recommended that you use the copy inside the game's own MM folder as a starting point. E.g. Big Pharma\_data/GameData/MM/research.data.
The Sentinels of the Spark

### Purpose

The Sentinels keep the peace among Dwarven people and protect them from outside threats like monstrosities from the corrupt north of the Dwarven land.

### Controlled by

* Forge Dwarves
* General Balzarkim, The Smith’s Hammer, commands the Dwarven army

### Area of Operations

Eastgate and Dourkarst including The Forge.

### Personnel

* The Sentinels of the Spark are large enough to keep the dwarves in check but not large enough to confront another culture’s main army on a level playing field. Eastgate and the Veiled Pass though makes a very hypothetical war favorable for the Sentinels.
* The Sentinels have a very strong infantry in their ranks. They are supported by mortar units and combat clerics. Each infantry unit has a champion who boosts the morale of the unit and is an experienced adventurer and a superior combatant.

### Equipment

Mortars, Axes, Spears, Shields, Plate Mails

### Service Culture & Reputation

Every Dwarf who joins the Sentinels needs to cut all ties to their clan and make a vow that they won’t cause harm to any of the clans unless it’s warranted by the clan’s ill actions.

The Sentinels are honored among Venturia because of their ability to remain neutral in the sullen culture of the Dwarves.

### History

The Sentinels of the Spark were founded by the Firegazers who had had enough of the civil war the Dwarves had been in for centuries. And The Sentinels did what they were made for, they ended the infighting and have remained to make sure it never happens again.
Hekuma

### Personality & Reputation

Hekuma finds a way to connect people who may or may not belong together and revels in the passionate love. That’s why she doesn’t usually give attention to those who’ve been married for a respectfully long time. But when you’ve got her attention, time seems to fly.

### Worship

* Hekuma is worshipped by artists such as the author of this text, singers, dancers, poets and the likes. Also those falling in love find comfort and spark in addition to each other’s company from Hekuma’s blessings. The worshipping routines of Hekuma include orgys, raves and other ways of partying.

### Holy Places

* The Temple of Hekuma in Plethora is the only place associated with Hekuma that isn’t solely known for orgys and other parties.They hold sermons and masses for the more settled worshippers on weekends. Although the main event of the temple takes place on friday nights when lively ruckus can be heard from there..

### Associated Factions

* Some would say the Bay Watch are more associated with Hekuma than most, but generally every living being is affected by Hekuma during their life.
Sequencer Research

Sequencer Research

Details

Duration
10 months
Scientists
15
Level
Master
Prerequisites
Experimental Processing

The Atomic Sequencer converts a drug into a molten plasma which is then suspended by an array of high precision, rapid switch, electron magnets.

It allows you to directly specify the Concentration within a set of fixed values.
Research

## Overview

The **Research Tab** is where you hire scientists and assign them to new research projects. Each research project yields something different. Some unlock machines, some open up new ingredient types, others simply allows you to reach new research projects.

Idle scientists will accrue research points. Each scientist will contribute 1/60th of a research point per ingame day.

**Scientists** are required to unlock new research projects. Idle scientists generate Research Upgrade Points which allow you to improve technology you have already researched. Each one is paid $30/day and requires a $3000 hiring fee.

## Projects

### Basic Machines

* Basic Pharma
* Advanced Processing
* Evaporator
* Dissolver
* Agglomerator
* Ioniser
* Autoclave
* Cryogenic Condensor

### Advanced Machines

* Specialist Processing
* Experimental Processing
* Chromatograph
* Ultraviolet Curer
* Sequencer
* Hadron Collider

### Auxilliary Machines

* Basic Auxilliary
* Advanced Auxilliary
* Analyser
* Multimixer
* Shaker
* Packer
* Centrifuge

### Delivery Machines

* Alternative Delivery
* Advanced Delivery
* Pill Printer
* Creamer
* Sachet Fabricator
* Syringe Injector

### Exploration

* Basic Exploration
* Desert Expeditions
* Subzero Training
* Deep Sea Exploration

### Business

* National Headquarters
* Planning Permissions
* Advanced Construction Techniques
* Globalization
* Outsourcing
* Lobbying
* Regulatory Connections
* Patents
* Industrial Espionage
Autoclave

Autoclave

Details

Cost
4000
Process Cost
45
Process Time
2

Research

Autoclave

The **Autoclave** is one of the Machines in Big Pharma.

## Description

The **Autoclave** uses high-temperature, pressurized steam to sterilize drugs and excipients. They work on the principle of steam sterilisation

Note that the halving appears to round down; eg. 15 becomes 7, rather than 8.
Buildings/build example.data

Back to modding

## Buildings/build\_example.data

The Buildings directory contains files defining the buildings that are chosen (randomly) for a game layout. At least 16 files should be included for scenarios that are at the maximum 4x4 map. The name of the building file (e.g. "build\_example.data") does not matter but should be unique.

(This example is not a fully formed building.data file)

### Example build\_example.data

```
{

"sizeM": 2,"sizeN": 2,

"plots": [{

"purchased": false,

"tiles": [ {
{"p": null,"c": 0,"m": 2,"n": 28},
{"p": null,"c": 0,"m": 3,"n": 28},
}],

"connectedPlotNumbers": [1],
"isStartingPlot": false
},
{

"purchased": false,

"tiles": [ {
{"p": null,"c": 0,"m": -1,"n": 10},
{"p": null,"c": 0,"m": 0,"n": 10},
}],

"connectedPlotNumbers": [2],
"isStartingPlot": true
},

null,null,null,null,null],

"blocks": [

{"pos": {"m": 0,"n": 0	},
"connections": [
{"m": 7,"n": -2},
null,
{"m": -1,"n": 5},
{"m": 0,"n": -7}]
},

{"pos": {"m": 0,"n": 1},
"connections": [
{"m": 7,"n": 16},
{"m": 0,"n": 28},
{"m": -5,"n": 5},
null]
}],

"sockets": [
{"m": 3,"n": 29},
{"m": 0,"n": 11}]

},

```

### build\_example Keys

* sizeM - the size of the building in M direction
* sizeN - the size of the building in N direction
* plots - array containing the plot information
	+ purchased - placeholder for purchased plots during game. TRUE/FALSE
	+ tiles - array of the individual tiles within the plot
		- p - placeholder for the tile flooring type during the game (randomly assigned when generated)
		- c - placeholder - incremental counter of building number (assigned when generated)??
		- m - m coordinate of tile
		- n - n coordinate of tile
	+ connectedPlotNumbers - array of numbers for each plot connected to this plot
	+ isStartingPlot - TRUE if plot is starting plot for building (used when building is first building in game)
* blocks
	+ connections - (for each set of plots,MxN) array of 4 possible connections for adjacent buildings
* sockets - sockets/ports for building. incremented (or decremented) by 1 from edge M or N of building.
Cure Rating

Each produced drug is given a rating based on its number of good and bad effects, as well as the Strength of these effects. Ratings range from S+ to F[*citation needed*] and affect the Combined Value of the drug. The default rating for a new product is C, which has no effect on its value.

Each ratio of a good / negative effect to the total prescriptions gives a rating, which are then used to calculate an overall rating for the drug.

A good rating is very important for a drug as it can easily double its profit, so it often pays off to determine the Maximum Strength of a drug with an Analyser and then invest in some extra Machines to alter the concentration (Evaporator, Dissolver, etc.) to increase or decrease the strength of effects in the drug, resulting in a better rating. This is especially true for higher-level Cures, as the bonus value from rating is relative, making for higher absolute increases to price (and thus profit) the higher the initial Combined Value of the drug is.

Changes to drugs generally do not produce immediate changes to the cure rating. The speed in which the cure rating changes seems to depend on number of drugs already sold at previous strength.

```
Example: Production cost: 80$, Combined Value: 100$. Results in a profit of 20$. With a rating of A the value increases to 120$ and the profit doubles to 40$.

```

In the example above it is important to note, that if the cost of increasing the rating from a C to an A exceeds 20$, then doing so would result in a net loss of money.

The rating starts at 55 and approaches the final rating asymptotically following the following formula:

p = 1 - (300 / (x + 300))

where p is the percentage progress from 55 to the final rating, x is the number of products sold\*.

So after selling the following number of products this is the rating/cure to expect:

100 = 25% = 66.25 = C+

300 = 50% = 77.5 = B

600 = 66% = 84.7 = B+

900 = 75% = 88.75 = A (Ratings are rounded to the nearest integer)
Stock Gate

Stock Gate

Details

Cost
30
Process Cost
0
Process Time
1

Research

Stock Gate

The **Stock Gate** is one of the Auxiliary Machines in Big Pharma. It is a special case in that it is not a freestanding or process machine, but rather a process control device.

## Description

Add-on for belt. Use to control the flow of drugs in your factory based on current stock levels.

Unlike other machines, Stock Gates are entirely optional. It is possible to run a factory without them, but they enable a factory to run more cost effectively by preventing over-production of drugs.

## Use

When a particular drug is being produced more quickly than it is being purchased, its cost effectiveness drops; additional units of the drug aren't needed, but incurring costs to be made. The result is product sitting in stock that cost money to produce but is not bringing in revenue. The Stock Gate is the solution to this problem.

Unlike most machines in Big Pharma, the Stock Gate is not installed as a freestanding device to have belts led into and out of it. Rather, the Gate is installed on an existing conveyor belt. When first installed, the gate is not configured and will not halt the line under any circumstances. Clicking on the Stock Gate will open the control panel shown to the left. Configuring a Stock Gate is easy:

1. Click the grey box under the "Choose product:" heading. From the drop down menu, select the product which will govern whether the gate is to be open or closed.
2. By default, the gate is configured to leave the gate open while the product stock on hand is less than a certain level. You can change this by clicking the "Less than" tab.
3. Finally, select the product count. A good default is 30.

The control panel as shown in the example image will have the following effects:

* While the stock of Winterfox is below 20, the gate will be open, allowing items to pass.
* When the stock of Winterfox reaches or exceeds 20, the gate will close. Nothing will pass the gate until the stock drops below 20 again.

As a result, Stock Gates are best installed just prior to or after packaging of a given product. Installing them further up in the production line is risky; unless all inputs are halted, the line won't stop, and worthless product can be created unintentionally, requiring purging of the line.

It is advisable to set Stock Gate levels high enough that there is a "buffer" stock kept on hand; depending on the cost of making the product, rate of sale, and financial limitations, a stock level of 10-30 is sufficient - this ensures there is stock on-hand to cover sales while the line restarts.

## Upgrades

The Stock Gate has no upgrades. While it appears in the Research pane, there are no interactions for it. As its process time is one beat and process cost is zero, there aren't any improvements *to* make.
Centrifuge Research

Centrifuge Research

Details

Duration
7 months
Scientists
5
Level
Intermediate
Prerequisites
Advanced Auxilliary

The Centrifuge separates and recombines your drugs.

It takes two inputs and swaps the two top halves or bottom halves, depending on the setting. (Actually: You can select freely up to 3 slots you want to change)
Chromatograph

Chromatograph

Details

Cost
10000
Process Cost
55
Process Time
3

Research

Chromatograph

The **Chromatograph** is one of the Machines in Big Pharma.

## Description

The **Chromatograph** filtrates your drugs into a new form.For concentrations between 1 and 10, it increases it by 10. For concentrations between 11 and 20, it decreases it by 10
Exploration

Exploration in Big Pharma allows new ingredients to be available. There are four different areas available: forest, desert, arctic, and ocean. Explorers are hired to go on expeditions to find new sources of ingredients.

## Forest

Forest areas don't require specialist teams to explore, and are relatively unhazardous.

### Forest Expeditions

* Spotted Nipplewort
* Spiny Fig
* Dragon Beetle
* Moon Fern
* Vine Borer
* Sting Weevil
* Tumble Woad

## Desert

Desert expeditions can be treacherous do to the extreme temperature and ever changing landscape.

### Desert Expeditions

* Monk Doodlebug
* Jewel Fly
* Desert Goldenrod
* Thirstwood
* Shill Poppy
* Prickly Beehive
* Sand Hedgehog

## Arctic

Arctic locations are difficult to explore and need specially trained teams.

### Arctic Expeditions

* Frost Lichen
* Blue Cottongrass
* Polar Saxifrage
* Arctic Willow

## Ocean

Ocean locations are hazardous to explore and need special submarines to access.

### Ocean Expeditions

* Staghorn Coral
* Elephant Coral
* Deep Sea Blowfish
* Darting Jellyfish
Shaker

Shaker

Details

Cost
2500
Process Cost
30
Process Time
2

Research

Shaker

The **Shaker** is one of the Machines in Big Pharma.

## Description

The **Shaker** reorientates your drugs shifting each effect down one space. The effect at the bottom moves to the top.

The 3rd level upgrade allows 1 or 2 slots shifted in a single shake. The 5th level upgrade allows 1, 2 or 3 slots shifted in a single shake.

Best used in combination with the Multimixer to remove otherwise unremovable side effects, or add more than one active cure to a drug.
Analyser

Analyser

Details

Cost
2500
Process Cost
0
Process Time
1

Research

Analyser

The Analyzer is one of the Auxiliary Machines in Big Pharma.

## Description

Identifies the Max Strength concentration of a drug's traits. Samples are destroyed during the analysis process.

The machine's interface features a testing meter (%). This indicates how efficiently the machine is being utilized. An **Analyzer** which receives an ingredient once per day will grow to an efficiency of 100%, whereas an **Analyzer** which receives an ingredient every other day will have an efficiency of 50%. The amount of time it takes to find the Max Strength is directly proportional to the efficiency of the **Analyzer** combined with the percentage chance of success of how upgraded the analyzer is. For example if it would normally take ~30 days to find the Max Strength at 100% efficiency, it should take ~45 days at 50%. In all cases the Max Strength will eventually be found.

## Tips & Tricks

* If you want to test a specific trait of an expensive cure that has side effects and gone through many machines to unlock the trait, you should first fully test the basic components that make up that cure, by simply attaching the tester to a port and importing the samples directly into the tester. When all basic traits of side effects are done then you can attach the tester to the expensive cure. This makes it so it only tests the newly unlocked traits, and doesn't waste money on the side effect traits.

* To effectively test samples from slower machines (processing time of 2 or more), make a long belt and fill up the belt with cures before you attach the Auto Tester to the end. The analyzer heats up if fed consistent samples and this boosts the speed of discovering max strength. If it doesn't get a sample it will begin to cool down.[*citation needed*]
* The Analyser destroys substances that are fed to it. This is useful for destroying waste products from machines like the centrifuge, which can produce 'drugs' composed solely of side effects.

## Frequently Asked Questions

(Q) Is it more effective to activate the trait you are testing for? Or is that just a waste of money?

(A) No, the trait does not need to be active and will not affect testing.

(Q) Is it possible/effective to test 2 different cures at the same time, when both cures come from processing lines with a processing time of 2 or more?

(A) Yes. The efficiency of the analyzer is based on **consistent** samples, regardless of differences.
Booster

**Boosters** are a class of effects that can confer a sales bonus on drugs. Unlike cures and side effects, boosters are active at all concentrations from zero to twenty, so there are no concentration requirements or maximum effect targets to earn the benefits of boosters. However, boosters are only effective in specific situations, such as for a given class of drugs or in particular packaging types.

## Identifying Boosters

Bonuses are listed in an ingredient's effects table and are indicated with a yellow concentration bar. Bonuses do not function as catalysts and, by themselves, have no effect on any disease or disorder; a drug with only boosters will be classed as a sugar pill.

## Using Boosters

Although boosters have no concentration requirements, they must still be added to the drug in production and be present at packaging in a Maker. There are several methods to do this:

### Booster Mixer

The easiest way to add a booster is using a Booster Mixer machine. Any boosters present in the compound fed into the Booster Mixer's booster port will replace effects in the same slot(s) in the drug fed into the mixer's base port. This is a highly effective way of removing side effects that are flagged as being unable to remove and is the most efficient method of injecting boosters into a drug in process.

To make the booster mixer even more effective, two ingredients with boosters can be combined in one booster mixer. The new booster-laden compound can then be fed into a second booster mixer for combination with the drug in production, removing two side effects and adding two boosters to the drug at once.

### Centrifuge

Alternatively, a Centrifuge can be used to swap in booster effects. Although the base model of centrifuge swaps halves of the drugs fed into it, upgraded centrifuges can be configured to swap specific slots, reducing the need to use Shakers to prepare the drugs for the Centrifuge. A Centrifuge is less efficient than a Booster Mixer as it produces two outputs, one of which is likely to be waste: the side effects that the boosters replaced and nothing of value. One common strategy for dealing with this waste is to use an Analyzer to dispose of the waste compound.

### Multimixer

As with all effects, boosters can be introduced to a drug using a multimixer. This method usually requires the most preparation as both the base drug and the booster-bearing drug need to be configured for the mix: a side effect must be removed from the base drug for each booster to be added, and a Shaker must be used to configure the base and/or booster-bearing drug so that the booster aligns with the empty slot(s).
Catalyst

A catalyst is a property of an ingredient, that is sometimes required to upgrade an effect to next level or remove some side-effects from the ingredient.
There are several types of catalysts, each indicated by a different symbol.
If an ingredient does not have a property with a catalyst, it needs to be added to it via a Multimixer from another ingredient to be used for upgrade/removal of effects.

## Types of Catalysts

Game currently contains 5 types of catalysts, each having a different symbol and no in-game name or description.

## Adding and using a Catalyst

To add a catalyst you have to put the ingredient that you want the catalyst on and an ingredient with the corresponding catalyst in a Multimixer. The ingredient which is set as the base will override the effects in the other ingredient so the catalyst can move over if there is an empty space in the correct slot. (See Multimixer for more information). You then need to fulfill the other requirements and you will be able to upgrade/remove the effect.