recursal/Fanatic-Fandom huggingface dataset:
Legacy (Points)

## Legacy

Legacy points for bonuses

The legacy of your empire

Legacy points are acquired when exploring a new continent and can be spent on **Legacy**.

* Your available Legacy points are displayed, the first time you explore a new continent.

* A second number, in parentheses, indicates how much you will get if you explore a new continent again.

### **Access**

You get Legacy points, gained by your empire, after you explore a new continent from the **Dock**.

* You can explore a new continent, after you build your first Docks.

* You need Iron and Plank to build Docks.

 Iron | 50

### **Increase**

* You receive Legacy points, when you explore a new continent, from:
	+ Population;
	+ Ship storage;
	+ Leaders and Titles;
	+ Libraries;
	+ Knowledge invested in technology branches;
	+ Diamonds; and
	+ Books.

 where 'n' is the number of the item

#### **Bonuses to legacy**

* Other factors increment Legacy provided:
	+ a Fossil heirloom, on **Heirlooms**;
	+ Memory, on **Legacy**; and
	+ each Artifact gained on expeditions, with **Military**.

### **Uses**

* Legacy points can be spent, on **Legacy**, to gain permanent bonuses.

**This is a disambiguation notice for Legacy (Points)**

The following is a list of links to articles that share the same title. Please follow one of the links below or use Search, to find what you were looking for.

**Legacy** – game tab or pane
Gunpowder

An explosive powder

10 Bronze

5 Chemicals

A powder used for explosives and ammunition

Gunpowder is used in crafting and for research.

* Your available Gunpowder is listed, in an inventory, after you get some.

### **Access**

Gunpowder appears, on **Crafting**, after you research Explosives on **Technologies**.
* You can craft Gunpowder, after you research Explosives.
* Explosives has a requirement to access and research.

 Knowledge | 1 300

### **Craft**

You can craft Gunpowder, on **Crafting**, after you research the required technology.
* You need 300 Sand, 100 Coal, 10 Bronze and 5 Chemicals, to craft Gunpowder.

 Chemicals | 5

* You can increase the quantity of Gunpowder crafted, for the base cost, with increaes to Craft efficiency.
* You can craft multiple amounts at a time, with Workbenches and Factories.
* After you research Logistics, you can craft Gunpowder directly from the inventory.

### **Uses**

* Gunpowder is used, to:
	+ craft Ammo, on **Crafting**; and
	+ research, on **Technologies**.

 research | Ammunition | 50
Foundryman

Foundrymen produce steel

1 Population

An expert in steel production

You can hire and fire a Foundryman, on **Jobs**.

* A Foundryman consumes Food, Iron and Coal, to produce Steel.
* A Foundryman has a requirement to access, hire and maintain.

 Coal | 50

* You need 1 free Population, 200 Food and 1 Coin to hire a Foundryman.

 Population | 1

You can fire one Foundryman at a time, with the 'Fire 1' button. Population remains allocated, until you fire the Foundryman.

### **Consumption**

* A Foundryman consumes Food, Iron**1** and Coal.

 Foundrymen stop production, if you do not have resources to maintain them.

**1***inconsistant with tooltip; v0.9.3 beta*

### **Production**

* A Foundryman produces 0.01 Steel per second.

* Foundrymen stop production, if you do not have resources to maintain them.

 Steel | 0.01 per second

* Other factors increment Steel production.

### **Other**

* An active Blast furnace:
	+ consumes 0.25 Mineral per second per Foundryman.
	+ produces 0.01 Iron per second per Foundryman, before any bonuses.

### **Trivia**

Foundrymen are very serious people, as they work in a dangerous environment, however (on very rare occasions) some have been seen to smile (usually after a blast furnace has been built, as they love pouring molten metal and are happiest when working). Foundrymen are well known to have a steely constitution but still don't like to be alone in a dark room.
Basic weapons

Research spears

Research basic weapons for your military

* Basic weapons allows you to craft Spears and recruit Pikeman.
* Basic weapons has a requirement to access and research.

### **Access**

* Basic weapons appears, on **Technologies**, after you build 2 Libraries on **Buildings**.
You can research the technology, after you build 2 Libraries.

### **Research**

You can research Basic weapons, after you build 2 Libraries. Effects of the technology, appear after you research it.
* You need 200 Wood and 5 Copper, to research Basic weapons.

 Copper | 5

### **Effect**

Effects of the technology, appear after you research it.
* Gives access to **Crafting**, if it is not displayed.

* Gives access to **Military**, if it is not displayed.

* Allows you to craft Spears, on **Crafting**.

* Allows you to recruit a Pikeman, on **Military**.

* Gives a 5% chance to find Spears, on an Expedition, if no enemies appear.
Ammunition

Research basic ammunition

Research cartridges

A military technology

* Ammunition allows you to craft Ammo.
* Ammunition has a requirement to access and research.

### **Access**

* Ammunition appears, on **Technologies**, after you invest 16 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Ammunition, on **Technologies**, after you invest the required Knowledge.
* You need 50 Gunpowder and 1 200 Knowledge to research Ammunition.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Ammunition allows you to craft Ammo, on **Crafting**.
Buildings

Construct and manage buildings

Buildings on your lands

Construct and manage buildings to produce resources; increase storage; auto-craft items; and much more.

* New buildings become available on **Buildings**, as your kingdom grows.
* Buildings require resources for construction.

### **Access**

* **Buildings** is always available in your game.

### **Content**

New buildings appear, on **Buildings**, as your kingdom grows.
* On **Buildings**, you can:
	+ construct buildings; and
	+ toggle some buildings to be active or inactive.
Merchant

Deal with a merchant

Invite visiting merchants to offer you deals

You can buy resources from a Merchant, at the **Market**.

* A new merchant arrives with an offer every 10 minutes.

* You can buy resources from the merchant with Coin, after you research Deals.

### **Access**

A Merchant appears at the **Market**, after you research Deals on **Technologies**.

* Deals has a requirement to access and research.

 Knowledge | 1 200

### **Merchant deals**

A new merchant arrives, at the **Market**, every 10 minutes, after you research the required technology.

* The merchant will offer to sell you a resource for Coin.
* The merchant only offers certain resources.

* The offers vary:
	+ The resource offered is random.
	+ The cost varies in a range that depends on the resource.
	+ The amount offered varies in a range that depends on the resource and your maximum Gold storage.

*(add screencap)*
* You can can accept the merchant's offer with the 'Deal' button.
* A countdown timer indicates when a new merchant arrives.

### **Other**

* After buying from a merchant, their reply is random and not based on the purchase. There is a:
	+ 50% chance, the response is "Thanks for the buy, we will see again." (sic).
	+ 25% chance, the response is "You will enjoy my wares, I promise.".
	+ 25% chance, the response is "I leave now before you change your mind.",
Currency

Research casinos

Research monetary systems

* Currency allows you to construct a Casino.
* Currency has a requirement to access and research.

### **Access**

* Currency appears, on **Technologies**, after you build 4 Libraries, on **Buildings**.
You can research the technology, after you build 4 Libraries.

### **Research**

You can research Currency, after you build 4 Libraries. Effects of the technology appear after you research it.
* You need 2 Gold, to research Currency.

 Gold | 2

### **Effect**

Effects of the technology, appear after you research it.
* Allows you to construct a Casino, on **Buildings**.
Alfear

A leader of people

For even the very wise cannot see all ends

You can grant Titles to Alfear, on **Leaders**,  after you research the required technology.

* Each title granted to Alfear, increases the benefits of their influence,

### **Access**

Alfear appears on **Leaders**, after you research Wisdom on **Technologies**.
* Wisdom has a requirement to access and research.

 Wisdom | invest 16 000Knowledge inScience | Knowledge | 1 300

### **Bonus**

 Each Title granted to Alfear, increases their level.

* Alfear provides a bonus per level.

 Knowledge storage | 100

No bonus is provided at level 0.

### **Other**

* Alfear provides 1 legacy, before any bonuses, if you explore a new continent.
Commodities

Research on market trade

Research buying resources

An economy technology

* Commodities allows you to buy Sand, at **Market**.
* Commodities has a requirement to access and research.

### **Access**

* Commodities appears, on **Technologies**, after you invest 8 500 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Commodities, on **Technologies**, after you invest the required Knowledge.
* You need 1 000 Coin and 1 000 Knowledge to research Commodities.
* Effects of the technology appear after you research it.

 Knowledge | 1 000

### **Effect**

Effects, of the technology, appear after you research it.
* Commodities allows you to buy Sand, at **Market**.
Carpentry

Carpentries produce structure

Carpentries manufacture structure.

You can construct and toggle a Carpentry, on **Buildings**.

* A Carpentry has a requirement to access and requires some resources to construct.
* A Carpentry requires Wood and Iron, to produce Structure.

### **Access**

Carpentry appears, on **Buildings**, after you research Woodwork on **Technologies**.
* You can build a Carpentry, after you research Woodwork.
* Woodwork has a requirement to access and research.

 Knowledge | 1 000

### **Construction**

You can build a Carpentry, on **Buildings**, after you research the required technology.
* You need 5 Frame and 20 Brick, to build your first Carpentry.
* You need 40% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

### **Consumption**

* Active Carpentries consume Wood and Iron.

 You can toggle Carpentries, to be active or to stop consumption, with the 'Toggle' button. Active Carpentries stop production, if you do not have resources to maintain them.

 Iron | 0.1 per second

### **Production**

* Active Carpentries produce 0.005 Structure per second.

 You can toggle a Carpentry, to be active or to stop production, with the 'Toggle' button. Active Carpentries stop production, if you do not have resources to maintain them.

 Structure | 0.005 per second

* Other factors increment production.
Float glass

Research glass

500 Knowledge

Research a process to create sheets of glass

A science technology

* Float glass allows you to craft Glass.
* Float glass has a requirement to access and research.

### **Access**

* Float glass appears, on **Technologies**, after you invest 2 200 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Float glass, on **Technologies**, after you invest the required Knowledge.
* You need 600 Tin, 200 Sand and 500 Knowledge to research Float glass.
* Effects of the technology appear after you research it.

 Knowledge | 500

### **Effect**

Effects, of the technology, appear after you research it.
* Float glass allows you to craft Glass, on **Crafting**.
Scientific papers

Publish scientific research

Book with scientific papers which can be used to research new technologies

You can publish a Book with Scientific papers on **Technologies**

* Scientific papers are available after you research Academic publishing.

* You need Knowledge to publish a Book with Scientific papers.

### **Access**

Scientific papers appear on **Technologies**, after you research Academic publishing.

* You can publish a Book with Scientific papers after you research Academic publishing.

* Academic publishing has a requirement to access and research.

 Academic publishing | 70 000 Knowledgein Science | Knowledge | 2 500

### **Craft**

You can publish a Book with Scientific papers, after you research Academic publishing.

* You need 2 500 Knowledge to publish a Book with Scientific papers.

 Knowledge | 2 500

* Multicraft and mass production does not affect crafting books with Scientific papers; v0.9.3 beta.
Camps

Research outposts

800 Knowledge

Research outposts for your military

A military technology

* Camps allows you to build Military outposts, in conquered Territory.
* Camps has a requirement to access and research.

### **Access**

* Camps appears, on **Technologies**, after you invest 6 800 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Camps, on **Technologies**, after you invest the required Knowledge.
* You need 10 Horses, 2 Elephants and 800 Knowledge to research Camps.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Camps allows you to build Military outposts, on **Buildings**.
Investment

Research financial gain

Research use of capital to generate funds

An economy technology

* Investment gives back 2 000 coins at a rate of 0.1 per second.
* Investment has a requirement to access and research.

### **Access**

* Investment appears, on **Technologies**, after you invest 4 200 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Investment, on **Technologies**, after you invest the required Knowledge.
* You need 1 000 Coin and 400 Knowledge to research Investment.
* Effects of the technology appear after you research it.

 Knowledge | 400

### **Effect**

Effects, of the technology, appear after you research it.
* Investment returns 2 000 Coin at a rate of 0.1 per second.

 2 000

30 minutes worth of the Coin return completes immediately, if you Rush economy, on **Legacy**.
Concrete mixer

Concrete mixers produce concrete

Concrete mixers produce concrete

You can construct and toggle a Concrete mixer, on **Facilities**.

* A Concrete mixer has a requirement to access and requires some resources to construct.
* Active Concrete mixers consume Mineral, Water, Cement and Energy to produce Concrete.*(provides 200 Knowledge storage! v0.9.3 beta)*

### **Access**

Concrete mixer appears, on **Facilities**, after you research Cement hydration on **Technologies**.
* You can build a Concrete mixer, after you research Cement hydration.

 Book | 20

### **Construction**

You can build a Concrete mixer, on **Facilities**, after you research the required technology.

* You need 1000 Brick and 200 Plate, to build your first Concrete mixer.
* You need 25% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

### **Consumption**

* Active Concrete mixers utilise Energy; and consume Mineral, Water and Cement.

 You can toggle Concrete mixers, to be active or to stop consumption, with the 'Toggle' button. Active Concrete mixers toggle off and stop production, if you do not have resources to maintain them.

 Energy | 500 KW per hour

### **Production**

* Active Concrete mixers produce 0.05 Concrete per second.

 You can toggle Concrete mixers, to be active or to stop production, with the 'Toggle' button. Active Concrete mixers stop production, if you do not have resources to maintain them.

 Concrete | 0.05 per second

* Other factors increment Concrete production
Hammer heirloom

A rare object

A Hammer heirloom is a rare object

You can pick, store, sell and upgrade a Hammer heirloom on **Heirlooms**.

* A Hammer heirloom gives a bonus, to Craft efficiency, when picked as your Empire heirloom.
* You can get a Hammer heirloom from Expeditions or Trade missions.
* The Value, Rarity and bonus, depend on the name of the heirloom and any upgrades.

### **Access**

You can get a Hammer heirloom from Expeditions or Trade missions
* You can get a Hammer heirloom, from:
	+ expeditions after you research Exploration; and
	+ Trade missions after you research Trade.

 Coin | 50

### **Specifications**

A Hammer heirloom has specifications for Value, Rarity and bonus.

* You can sell a heirloom for its Value in Shards
* Rarity determines the chance to get a heirloom and its colour.

 Rarity
 Bonus | 1.5%

* Modifiers to the name of the heirloom amend specifications.
* Upgrades improve the Value and bonus of the heirloom.

### **Effect**

You must pick a Hammer heirloom, to be your Empire heirloom, to gain its effect.
* A Hammer heirloom, increments Craft efficiency by 1.5%.

When stored, the heirloom does not provide a bonus.

### **Other**

* The chance to get a Hammer heirloom is:
	+ 1 in 1 000 after a Trade mission;
	+ 1 in 2 000 if you encounter and defeat enemies, on military Expeditions; and
	+ 1 in 20 000 as an expedition find.

* You take heirlooms to your new lands if you explore a new continent.
The Secret Love Triangle

**The Secret Love Triangle** is a fanon mini movie that connects to The Holy Family Music Ministry movie starring JOURNEY & HF Music Ministry. It will be released soon on Wattpad. It was directed by OC.

## Summary

Choir members Julia Perez & Steve Perry have secretly been together for three years, despite Julia knowing that there is another version of herself in the 1970's-80's. Steve was too oblivious to know that he's in love with the teenager version of Julia. One day, the choir's leader Anton Pamintuan started to have feelings for her despite his age as an adult, so does Julia. After a couple of months, Julia accepted his love & started to hang out with him more often without Steve's knowledge. One day when they are walking together around the village, Steve soon finds out about their relationship by seeing them together. Now, what will happen if they all meet at once? Only when Julia Perez in 80's will tell when she time travels.

## Cast

### JOURNEY

* Steve Perry **(Main)**
* Gregg Rolie
* Julia Perez **(Main)**
* Anton Pamintuan **(Main)**
* Omar Agcaoili
* Marie Sereguine
* Ross Valory
* Aynsley Dunbar
* Neal Schon **(Sub-Main)**
* Ellyn S. Valory
* Steve Smith **(Sub-Main)**
* Jonathan Cain

### HF Music Ministry

* Luke Schon **(Sub-Main)**
* Myrene Santos
* Geobert Uyquiengco
* Lyte Perez
* Cleto Jose Ver
* Marge Syquia Ver
* Tess Molleda
* Jo Cruz
* Kevin Cortez
* Camille Cabia
* Hanamaru Kunikida
* Eugene Encisco
* Eirene Encisco
* Che Cruz
* Jen Doniego

### Others

* Vinyl Perez
* Marina Perry
* Joe Perry
* Cykopath Denver
* Ranmaru Kurosaki
* Reddox Saber
* Tokiya Ichinose
* Ren Jinguji
* Syo Kurusu
* Kinako Sakurakoji
* Shiki Wakana

## Transcripts

Transcript/The Secret Love Triangle (Trailer)
Workbench

Workbenches enhance crafting

Workbenches facilitate crafting.

You can construct and toggle a Workbench on **Crafting**.

* A Workbench has a requirement to access and requires Steel for construction.
* Workbenches enhance crafting by increasing the quantity crafted.

### **Access**

A Workbench appears on **Crafting**, after you research Manufacturing on **Technologies**.
* You can construct a Workbench, after you research Manufacturing.
* Manufacturing has a requirement to access and research.

 Coin | 5

### **Construction**

You can construct a Workbench on **Crafting**, after you research the required technology.

* Your first Workbench requires 2 Steel.
* Each additional Workbench requires 40% more Steel.

 1
 2
 3

### **Effect**

* Workbenches increase Craft efficiency and when active craft multiple items at a time.
The quantity of items crafted, for the base cost, displays after you build your first Workbench
### **Passive bonus**

 Each Workbench increments Craft efficiency by 8%, when toggled off and also when active.

### **Multicraft**

* Active Workbenches multicraft: multiply the amount of resources expended and products crafted.
	+ Each active Workbench expends the base cost when crafting. To craft using just 1 x base cost, you must switch off your workbenches, using the 'Toggle' button.
	+ If you do not have enough resources, then a multiple with your available resources is crafted.

* An active Workbench multicrafts:
	+ all items you can craft, on **Crafting**;
	+ items you craft from the inventory, after you research Logistics, (apart from Books); and
	+ publishing Books with Strategy on **Technologies**. *(does not effect publishing Books with Patent or Scientific papers; v0.9.3 beta)*.
Investigation

Research scientific outposts

Research on examination and discovery

A science technology

* Investigation allows you to build a Scientific outpost
* Investigation has a requirement to access and research.

### **Access**

* Investigation appears, on **Technologies**, after you invest 6 800 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Investigation, on **Technologies**, after you invest the required Knowledge.
* You need 15 Chemicals and 800 Knowledge to research Investigation.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Investigation allows you to build a Scientific outpost, on **Buildings**.
Khrysos

A leader of people

Everything has a price

You can grant Titles to Khrysos, on **Leaders**, after you build a Castle.

* Each title granted to Khrysos, increases the benefits of their influence,

### **Access**

Khrysos appears on **Leaders**, after you build your first Castle on **Buildings**
* You need 5 Gold and 50 Blocks, to build your first Castle.

 Block | 50

### **Bonus**

 Each Title granted to Khrysos, increases their level.

* Khrysos provides a bonus per level.

 Market ratios | +10%

No bonus is provided at level 0.

### **Other**

* Khrysos provides 1 legacy, before any bonuses, if you explore a new continent.
Pyroprocessing

Research cement

5 Books

Research materials subjected to high temperatures

A neutral technology

* Pyroprocessing allows you to build Cement kilns.
* Pyroprocessing has a requirement to access and research.

### **Access**

* Pyroprocessing appears, on **Technologies**, after you invest 100 000 Knowledge in Science or Economy or Military; *(requires investment in all 3 branches for v0.9.3 beta)*.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Pyroprocessing, on **Technologies**, after you invest the required Knowledge.
* You need 200 000 Mineral, 10 000 Clay and 5 Books to research Pyroprocessing.
* Effects of the technology appear after you research it.

 Book | 5

### **Effect**

Effects, of the technology, appear after you research it.
* Pyroprocessing gives access to **Facilities**, if it is not displayed.
* Pyroprocessing allows you to build Cement kilns, on **Facilities**.
Steel (research)

## Steel

Research steel

Research a stronger metal

* Steel allows you to employ a Foundryman.
* The technology has a requirement to access and research.

### **Access**

* Steel appears, on **Technologies**, after you build 6 Libraries on **Buildings**.
You can research the technology after you build 6 Libraries.

### **Research**

You can research Steel, after you build 6 Libraries. Effects of the technology, appear after you research it.
* You need 50 Iron and 50 Coal to research the Steel technology.

 Coal | 50

### **Effect**

Effects of the technology, appear after you research it.
* Allows you to employ a Foundryman, on **Jobs**.
Kiln

Kilns produce coal

Kilns provide coal

You can construct and toggle a Kiln, on **Buildings**.

* A Kiln has a requirement to access and requires some resources to construct.
* Active Kilns process Wood to produce Coal.

### **Access**

Kiln appears, on **Buildings**, after you research Charcoal on **Technologies**.
* You can construct Kilns after you research Charcoal.
* Charcoal has a requirement to access and research.

 Mineral | 2 000

### **Construction**

You can build a Kiln, on **Buildings**, after you research the required technology.
* You need 2 000 Mineral and 15 Blocks, to build your first Kiln.
* You need 50% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

### **Consumption**

* Active Kilns consume 2 Wood per second.

 You can toggle Kilns, to be active or to stop consumption, with the 'Toggle' button. Active Kilns stop production, if you do not have resources to maintain them.

 Wood | 2.00 per second

### **Production**

* Active Kilns produce 0.01 Coal per second.

 You can toggle Kilns, to be active or to stop production, with the 'Toggle' button. Active Kilns stop production, if you do not have resources to maintain them.

 Coal | 0.01 per second

* Other factors increment Coal production.

### **Other**

* Your available Coal, storage capacity, production rate and any bonuses to production, displays after a Kiln produces it.
Keep Craft

**Welcome to the Wiki for Keep Craft**: an open source, free to play, text-based, web browser, idle game; where you can build and expand your own civilization by collecting resources, crafting items and researching technologies.

Created by Ernesto Mayoral as a hobby project in Javascript, the game: is a stable beta version; requires no registration; is ad-free; and includes an embedded chatbox.

The Wiki is in development and aims to provide a comprehensive reference for the URL version. You can navigate the Wiki from page headers; expand tables and text, to reveal more content; and look for articles with Search.

* Lumbermill
* Castle
* Horse
* Pasture
* Quarry
* War elephant
* Foundry
* Scientific outpost

Top pages list (Javascript disabled) - enable Javascript to view.

**Cast your vote:**

* A reinforced consruction materialGo to Structure
* An outpost on conquered territoryGo to Military outpost
* Enhance craftingGo to Workbench
* A full barrelGo to Supplies
1/4
Options

Game settings

Game settings and options

The Options button, opens the Options dialogue box.

* In the Options dialogue box, you can:
	+ choose between themes;
	+ import and export a save game file; and
	+ select performance factor.

* Choose the "Clear Theme": It has a White background and black writing, this theme can be a bit dangerous for the eyes.

* Choose the "Dark Theme": It has a Black background and white writing.

### **Import/Export**

Save or load a game. Save/load your game (copy and paste to/from a text file).

### **Performance**

Select performance factor for slow computers or advanced games (change only if you experience freezing or delay).

* Maximum performance – use if there are no issues.

* Medium performance – worth a try.

* Low performance – may make display stutter, but you will not lose progress.
Resources

Resources of your lands

Resources of your empire

Resources are used for crafting, construction, trade, expeditions and much more.

* Your available resources are displayed in two lists:
	+ those limited by storage capacity; and
	+ those that are unbound.

## Capped resources

### Other:

Maximum available is limited by storage capacity

### Category:

Capped resources

Natural resources, materials, metals, morale and knowledge

Resources that require storage.

* Maximum available is limited by storage capacity.
* Available quantities are listed, with: storage capacity; production per second; and any bonus to production.

### **Available resources:**

 New resources appear as your empire grows

The collective production of all capped resources is referred to as Global production

## Inventory

### Category:

Inventory

Manufactured items, alloys, objects and animals.

An inventory of unbound resources.

* Maximum available is not limited by storage capacity.
* Your available resources are listed with quantities.

### **Available resources:**

 New resources appear as your kingdom grows
Steel

A metal

Steel is a metal

Steel has many uses including crafting, construction and research.

* Your available Steel, storage capacity, production rate and any bonuses to production, displays after you get some.

### **Access**

Steel appears, after you hire a Foundryman.
* You need 200 Food, 1 Coin and 1 free Population to hire a Foundryman.

 Population | 1

* You can get Steel:
	+ from a Foundryman, on **Jobs**;
	+ on a Trade mission or if you salvage a Fireship, at the **Dock**; and
	+ with trains, at **Market**.

### **Storage**

 Your maximum available Steel is limited by storage capacity.
* Storage for Steel is provided, by:
	+ some buildings, on **Buildings**; and
	+ Chests.

 Chest | 0.1

* Other factors increment storage.

### **Production**

* Foundrymen, you can maintain, produce 0.01 Steel per second.

#### **Bonuses to production**

* Other factors increment Steel production.

 Bonuses also affect the quantity of resources brought in by a Cargo train.

### **Uses**

* Steel is used. to:
	+ construct, on **Buildings**;
	+ construct and maintain production, on **Facilities**;
	+ research, on **Technologies**;
	+ construct a Cargo train, at **Market**;
	+ craft items, on **Crafting**; and
	+ trade and construct a Fireship, at the **Dock**.

### **Other**

* A Cargo train can haul 0.0125 Steel per second, before any bonuses.

* You can import Steel with a Trade mission, from the **Dock**.

 Chemicals | 2 : 5
 Copper | 50 : 3
 Food | 20 000 : 9
 Iron | 10 : 1
 Mineral | 10 000 : 3

* A variable amount of Steel is returned when you salvage:
	+ a Fireship, at the **Dock**; or
	+ a Cargo train, at **Market**.
Market trade

## Market trade

### Category:

Market

Spend coins to buy resources

* Market trade is available, at the **Market**.

* Some resources to buy, become available, as your empire grows.

### **Access**

Market trade appears, after you build your first Market, on **Buildings**.

* You need 500 Wood and 1 Coin to build your first Market.

 Coin | 1

### **Resources**

* At first, you can buy Wood, Mineral, and Food.

* After you research Commodities, you can also buy Sand.

### **Cost**

* You can buy, at **Market**:
	+ resources for 1 Coin at a time; or
	+ the maximum amount, your available Coin and storage permits.

.

* Available resources are displayed with amount you get for 1 Coin.

The cost of resources for Market trade, is determined by Market ratios.

 Sand | 20

* Bonuses to Market trade ratios increase the amount you get per Coin.
Mastery

A legacy bonus

A bonus provided by your legacy

Mastery is available on **Legacy**.

* Each level of Mastery increments Craft efficiency.
* Mastery requires Legacy points to increase levels.

### **Access**

Mastery appears, on **Legacy**, after the first time you explore a new continent from the **Dock**.

### **Increase**

 You can increase the level and effect of Mastery with your Legacy.

* The cost of the first level depends on how many other legacy bonuses have been levelled up.
* The cost of other levels, increases by 5% each level, and assumes level 1 only cost 1 Legacy point.

 1
 3

### **Effect**

* Each level of Mastery increments Craft efficiency by 1.5%.

 Craft efficiency | +1.5%

No bonus is provided at level 0.

### **Other**

* Increases to levels of Mastery are permanent and remain if you explore a new continent again.
Axe heirloom

A rare object

An Axe heirloom is a rare object

You can pick, store, sell and upgrade an Axe heirloom on **Heirlooms**.

* An Axe heirloom gives a bonus to Wood, when picked as your Empire heirloom.
* You can get an Axe heirloom from Expeditions or Trade missions.
* The Value, Rarity and bonus, depend on the name of the heirloom and any upgrades.

### **Access**

You can get an Axe heirloom from Expeditions or Trade missions
* You can get an Axe heirloom, from:
	+ expeditions after you research Exploration; and
	+ Trade missions after you research Trade.

 Coin | 50

### **Specifications**

An Axe heirloom has specifications for Value, Rarity and bonus.

* You can sell a heirloom for its Value in Shards
* Rarity determines the chance to get a heirloom and its colour.

 Rarity
 Bonus | 10%

* Modifiers to the name of the heirloom amend specifications.
* Upgrades improve the Value and bonus of the heirloom.

### **Effect**

You must pick an Axe heirloom, to be your Empire heirloom, to gain its effect.
* An Axe, increments:
	+ wood production; and
	+ the amount of wood got with a Cargo train.

When stored, the heirloom does not provide a bonus.

### **Other**

* The chance to get an Axe heirloom is:
	+ 1 in 500 after a Trade mission;
	+ 1 in 1 000 if you encounter and defeat enemies, on military Expeditions; and
	+ 1 in 10 000 as an expedition find.

* You take heirlooms to your new lands if you explore a new continent.
Manufacturing

Research workbenches

Research enhancements for crafting

* Manufacturing allows you to construct Workbenches.
* Manufacturing has a requirement to access and research.

### **Access**

* Manufacturing appears, on **Technologies**, after you build 6 Libraries on **Buildings**.
You can research the technology after you build 6 Libraries.

### **Research**

You can research Manufacturing, after you build 6 Libraries. Effects of the technology, appear after you research it.
* You need 5 Steel and 5 Coin, to research Manufacturing.

 Coin | 5

### **Effect**

Effects of the technology, appear after you research it.
* Allows you to construct a Workbench, on **Crafting**.
Ammo

Cartridges filled with gunpowder

500 iron shells filled with gunpowder

Ammo is used for research and combat.

* Your available Ammo is listed, in an inventory, after you get some.

### **Access**

Ammo appears, on **Crafting**, after you research Ammunition on **Technologies**.
* You can craft Ammo, after you research Ammunition.
* Ammunition has a requirement to access and research.

 Knowledge | 1 200

### **Craft**

You can craft Ammo, on **Crafting**, after you research the required technology.
* You need 50 Iron and 10 Gunpowder, to craft 500 Ammo.

 Gunpowder | 10

* You can increase the quantity of Ammo crafted, for the base cost, with increases to Craft efficiency.
* You can craft multiple amounts at a time, with Workbenches and Factories.
* After you research Logistics, you can craft Ammo directly from the inventory.

### **Uses**

* Ammo is used:
	+ by some military units, on **Military**; and
	+ to research, on **Technologies**.
Knight

A knight trained from a swordman

1 Swordman

5 Morale

An armored knight that rides a horse

You can recruit, disband and send a Knight to explore on **Military**.

* A Knight requires resources to access; recruit; maintain; and explore.
* A Knight generates Morale and has specifications for combat.

### **Access**

Knight appears, on **Military**, after you research Cavalry, on **Technologies**.
* You can recruit a Knight, after you research Cavalry.
* Cavalry has a requirement to access and research.

 Steel | 25

### **Recruitment**

 You can recruit a Knight, after you research the required technology.

* You need a Swordman, a Horse and Armor to hire a Knight.

 Swordman | 1

Population remains allocated until you fire the Knight or they are lost in a Fight.

### **Consumption**

* A Knight consumes 2 Food per second.

 Food | 2.0 per second

### **Production**

* A Knight generates 0.04 Morale per second.

 Morale | 0.04 per second

* Other factors increment Morale generation.

### **Specifications**

 A Knight has values for Attack, Hp and Armor, used to determine the outcome of combat.

 Armorblocks | 10 damage

* Other factors improve the specifications of a Knight.

### **Other**

* A Knight requires Food, Water and Morale to go on Expeditions.

 Morale | 5

* You can disband one Knight at a time with the 'Fire 1' button, freeing up Population, however the Horse is not returned.
Woodcutter

Woodcutters chop down wood

A woodcutter cuts wood

You can hire and fire a Woodcutter, on **Jobs**.

* Woodcutters consume Food, to produce Wood
* A Woodcutter has a requirement to access, hire and maintain.

 Food | 15

* You need 1 free Population and 50 Food, to hire a Woodcutter.

 Population | 1

You can fire one Woodcutter at a time, with the 'Fire 1' button. Population remains allocated, until you fire the Woodcutter.

### **Consumption**

* A Woodcutter consumes 0.1 Food per second.

 Woodcutters stop production, if you do not have resources to maintain them.

 Food | 0.10 per second

### **Production**

* A Woodcutter produces 1 Wood per second.

 Woodcutters stop production, if you do not have resources to maintain them.

 Wood | 1 per second

* Other factors increment Wood production

### **Trivia**

Woodcutters don't care for stubborn trees that insist on standing vertically. Chopping down trees keeps them both busy and works up their appetite. Woodcutters enjoy seeing the wood they provide put to good use (and like to bask in the warm glow of a firelit room).
Canteen

Research glass bottles

Research on bottles

A military technology

* Canteen allows you to find or steal water bottles, to further increase water storage.
* Canteen has a requirement to access and research.

### **Access**

* Canteen appears, on **Technologies**, after you invest 2 200 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Canteen, on **Technologies**, after you invest the required Knowledge.
* You need 700 Knowledge to research Canteen.
* Effects of the technology appear after you research it.

 Knowledge | 700

### **Effect**

Effects, of the technology, appear after you research it.
* Canteen gives a 5% chance to find Bottles, on an Expedition, if no enemies appear.
* Canteen gives a 20% chance to steal Bottles from the enemy, if you defeat them in a Fight.
* Canteen increases storage capacity for Water by 20.

 Water | 20

* Other factors increment storage.
Dress heirloom

A rare object

A Dress heirloom is a rare object

You can pick, store, sell and upgrade a Dress heirloom on **Heirlooms**.

* A Dress heirloom gives a bonus, to Hp, when picked as your Empire heirloom.
* You can get a Dress heirloom from Expeditions or Trade missions.
* The Value, Rarity and bonus, depend on the name of the heirloom and any upgrades.

### **Access**

You can get a Dress heirloom from Expeditions or Trade missions
* You can get a Dress heirloom, from:
	+ expeditions after you research Exploration; and
	+ Trade missions after you research Trade.

 Coin | 50

### **Specifications**

A Dress heirloom has specifications for Value, Rarity and bonus.

* You can sell a heirloom for its Value in Shards
* Rarity determines the chance to get a heirloom and its colour.

 Rarity
 Bonus | 3%

* Modifiers to the name of the heirloom amend specifications.
* Upgrades improve the Value and bonus of the heirloom.

### **Effect**

You must pick a Dress heirloom, to be your Empire heirloom, to gain its effect.
* A Dress heirloom, increments the Hp of your army by 3%.

When stored, the heirloom does not provide a bonus.

### **Other**

* The chance to get a Dress heirloom is:
	+ 1 in 1 000 after a Trade mission;
	+ 1 in 2 000 if you encounter and defeat enemies, on military Expeditions; and
	+ 1 in 20 000 as an expedition find.

* You take heirlooms to your new lands if you explore a new continent.
Quarry

Quarries extract resources from the ground

Quarries are surface mines

You can construct a Quarry, on **Buildings**.

* A Quarry has a requirement to access and requires some resources to construct.
* A Quarry provides Clay and, after you research the required technologies, also Coal and Nickel

### **Access**

Quarry appears, on **Buildings**, after you research Open mining on **Technologies**.
* You can build Quarries, after you research Open mining.
* Open mining has a requirement to access and research.

 Knowledge | 1 200

### **Construction**

You can build a Quarry on **Buildings**, after you research the required technology.
* You need 50 000 Mineral and 500 Pickaxes, to build your first Quarry.
* You need 20% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

### **Production**

* A Quarry provides Clay, and:
	+ Coal, after you research Mineral coal; and
	+ Nickel, after you research Safe storage.

 Nickel | 0.001 per second

* Other factors increment Clay production, increment Coal production and increment Nickel production.
Copper

A basic metal

Copper is a basic metal

Copper has many uses including crafting, reasearch and production.

* Your available Copper, storage capacity, production rate and any bonuses to production, displays after you get some.

### **Access**

Copper appears, after you hire your first Smelter on **Jobs**.
* You need 50 Food and 1 free Population to hire a Smelter.

 Population | 1

* You can also get Copper:
	+ at **Market** with Trains;
	+ when you explore with **Military**; and
	+ with Trade missions at the **Dock**.

### **Storage**

 Your maximum available Copper is limited by storage capacity.
* Storage for Copper is provided, by:
	+ some buildings, on **Buildings**; and
	+ Chests.

 Chest | 0.3

* Other factors increment storage.

### **Production**

* Smelters, on **Jobs**, produce 0.01 Copper per second.

#### **Bonuses to production**

* Other factors increment Copper production.

 Bonuses also affect the quantity of resources brought in by a Cargo train.

### **Uses**

* Copper is used to:
	+ construct, on **Buildings**;
	+ maintain production, on **Facilities**;
	+ research on **Technologies**;
	+ craft items, on **Crafting**; and
	+ trade, at the **Dock**.

### **Other**

* A Cargo train can haul 0.15 Copper per second, before any bonuses.

* There is 7.5% chance to find Copper, on Expeditions, if no enemies appear.

* You can import Copper with a Trade mission, from the **Dock**.

 Mineral | 1 000 : 3
 Sand | 25 : 1
Bottle

Bottles hold liquids

A glass bottle to store water and other liquids

Bottles are used for storage, research and construction.

* Your available Bottle is listed, in an inventory, after you get some.

### **Access**

Bottle appears on **Crafting**, after you research Glassblowing on **Technologies**.
* You can craft Bottle, after you research Glassblowing.
* You can get some from expeditions, after you research Canteen.

 Knowledge | 500

### **Craft**

You can craft a Bottle, on **Crafting**, after you research the required technology.
* You need 5 Glass to craft a Bottle.

 Glass | 5

* You can increase the number of Bottles crafted, for the base cost, with increases to Craft efficiency.
* You can craft multiple amounts at a time, with Workbenches and Factories.
* After you research Logistics, you can craft Bottles directly from the inventory.

### **Storage**

* A Bottle provides 1 storage for Water.

 Water | 1

* Other factors increment storage.

### **Uses**

* Bottles are used, to:
	+ store Water.
	+ research technologies;
	+ construct, on **Buildings**; and
	+ maintain active Laboratories.

### **Other**

* After you research Canteen, there is a chance to get Bottles, on expeditions:
	+ There is 5% chance, to find Bottles, if no enemies appear.
	+ There is a 20% chance, to get Bottles, if you defeat enemies, in a fight.
Pasture

Pastures are a source of food

Pastures provide food

You can construct and toggle a Pasture, on **Buildings**.

* A Pasture has a requirement to access and requires some resources to construct.
* Active Pastures consume Water, to produce Food.

### **Access**

Pasture appears, on **Buildings**, after you build a Warehouse.
* You can build Pastures, after you construct your first Warehouse.
* You need 20 Wood and 10 Mineral, for your first Warehouse.

 Mineral | 10

### **Construction**

You can build a Pasture on, **Buildings**, after you build your first Warehouse.
* You need 10 Wood to build your first Pasture.
* You need 35% more Wood each time you build another one.

 1
 2
 3

### **Consumption**

* Active Pastures consume 0.2 Water per second.

 You can toggle Pastures to be active or to stop consumption, with the 'Toggle' button. Active Pastures stop production, if you do not have resources they consume.

 Water | 0.20 per second

### **Production**

* Active Pastures produce 0.2 Food per second.

 You can toggle Pastures, to be active or to stop production, with the 'Toggle' button. Active Pastures stop production, if you do not have resources to maintain them.

 Food | 0.20 per second

* Other factors increment Food production.

### **Other**

* Your first Pasture gives access to a House, on **Buildings**.

* Your available Food, its storage capacity, production rate and any bonuses to production, displays when a Pasture first produces Food.
Science technologies

## Scientific technologies

Scientfic research

Research to advance your culture

New scientific technologies become available, on **Technologies**, as your culture advances.

* Scientific technologies appear after you invest Knowledge in Science.
* Scientific technologies require resources to research.

### **Available techmologies:**

 Knowledge invested in Science, accesses:
* science technologies;
* some neutral technologies;
* some multi-branch technologies; and
* some masteries.
Cavalry

Research knights

Research military on horseback

* Cavalry allows a Swordman training, to become an armored Knight.
* Cavalry has a requirement to access and research.

### **Access**

* Cavalry appears, on **Technologies**, after you build 6 Libraries on **Buildings**.
You can research the technology after you build 6 Libraries.

### **Research**

You can research Cavalry after you build 6 Libraries. Effects of the technology, appear after you research it.

 Steel | 25

### **Effect**

Effects of the technology, appear after you research it.
* Allows you to craft Armor, on **Crafting**.

* Allows you to recruit a Knight, on **Military**.
Safes

Research gold storage

Research secure storage

An economy technology

* Safes provides storage for Gold.
* Safes has a requirement to access and research.

### **Access**

* Safes appears, on **Technologies**, after you invest 14 000 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Safes, on **Technologies**, after you invest the required Knowledge.
* You need 100 Locks and 1 200 Knowledge to research Safes.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Safes increases maximum storage capacity for Gold.

 Gold | 30

* Other factors increment storage.
Power plant

Power plants provide energy

Power plants generate energy

You can construct and toggle a Power plant, on **Facilities**.

* A Power plant has a requirement to access and requires some resources to construct.
* Power plants store and produce Energy.

### **Access**

Power plant appears, on **Facilities**, after you research Electricity on **Technologies**.
* You can build a Power plant, after you research Electricity.
* Electricity has a requirement to access and research.

 Knowledge | 2 800

### **Construction**

You can build a Power plant on **Facilities**, after you research the required technology.

* You need 300 Frame and 500 Plate, to build your first Power plant.
* You need 10% more resources, each time you build another one.

 1
 2
 3
 **...** | ...

### **Consumption**

* Active Power plants consume Coal and Water.

 You can toggle Power plants, to be active or to stop consumption, with the 'Toggle' button. Power plants stop production, if you do not have resources to maintain them.

 Water | 2 per second

### **Production**

* Active Power plants generate 1 MW Energy per hour.

 You can toggle Power plants, to be active or to stop production, with the 'Toggle' button. \* Power plants stop production, if you do not have resources to maintain them.

 Energy

* Other factors increment Energy production: *(needs checking)*

### **Storage**

* Each Power plant can store 1 KWh Energy.

 Energy | 100 KWh