recursal/Fanatic-Fandom huggingface dataset:
How to Play Guide for Lightspeed Frontier

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

The following **guide** covers how to survive the first hour in space.

It's a good idea to first go through the game's *Tutorial* which will teach you the basics of controls, movement and combat.

## Your Ship

Once you spawn in a new game you receive 0.25 Wexcoin which should go towards making your ship larger and better armed before starting to clear the first system. As the first system contains ships that are more or less the same size as your starter ship you should have a much easier time getting started.

It's crucial to protect your command pods with as much armor as you can.

## Combat

At the very start you should set your guns to autofire and simply keep your guns pointing at the target, while strafing and dodging its shots. Later on it's good to have a secondary battery of autofiring small guns and control the larger ones yourself using mouse aim.

## Exploration

If you don't feel like getting shot at there are alternatives to earning Wex:

* asteroid mining
* fuel running (collecting fuel inside nebulas or in proximity to stars, then selling it at stations)
* salvaging derelict ships - this is especially effective in early game

## Upgrading

As you progress towards the center of the galaxy you'll encounter more durable and powerful modules. Once you find one and take it into cargo or place it onto your ship, you unlock its schematic and are able to buy more of it at the closest space station.
Rogue Planet

**Rogue Planets** are a type of system that can be explored in *Lightspeed Frontier*.

These planets have been ejected from their origin star system at an unknown time in the past due to some natural occuring gravitational slingshot. These systems only have one planet, no major light sources and do not guarantee any stations to spawn there.
Cargo Containers

**Cargo Containers** are a module type in *Lightspeed Frontier*. They store items that ships pick up. A breakthrough in approximately 2320 made traditional containers completely obsolete and they were replaced by new matter to data and energy converters. Items stored in **cargo** can be managed using the inventory.

## Working principles

Unlike traditional containers which store contents by enveloping them, these analyze and record the entire atomic structure of items. The structure data is stored in internal servers while the item's energy is put into onboard capacitors.

On reaching critical structural integrity, these have a fail safe eject hook which will re-materialize all stored items before the cargo module is destroyed.

## List of cargo containers

* **Spaceshipping Container Lite**
* **Spaceshipping Container**
* **Cargo Storage Module CG-86**
* **Transcolonial Cargo Transporter**
Radioisotope Thermoelectic Generator

Radioisotope Thermoelectic Generator
 Health
 Size
Generator
 Fuel Use
 Price

The **Radioisotope Thermoelectic Generator** is a module in *Lightspeed Frontier*.

```
Uses a tiny amount of fuel to accelerate decay of its internal plutonium supply, producing an underwhelming amount of power.

```

Added in version 1.13, it is now the first reactor available to the player, instead of the Compact Antimatter Reactor CAR-4
Engines

**Engines** are a module type in *Lightspeed Frontier*. They are the main and only way of moving your ship around the universe at sub light speeds. They require electricity and fuel to operate and their rear side must not be blocked. Most command pods have small engines built in.

The inventory filter for them is the following:

## List of engine modules

### United Research Alliance

* **U.R.A. E-MAG Plasma Propulsion System**
* **VIVO Radial Propulsion System**

### Industrial Conglomerate

* **Industrial Basic Engine Mk1**
* **R.A.G.E. System**

### Junkyard

* **Outdated Spaceship Thruster**
* **Nostradamus-Class Titan Thruster**
Space Station Modules

**Station Modules** are a module type in *Lightspeed Frontier*. They are the components that from the backbone of all space stations in the game. Their main difference is the neutronium hull plating which provides a much higher damage resistance but is unfortunately unviable for ships due to its heavy weight.

They are characteristically much larger and tend to provide different services accessible by the radial menu.

The inventory filter for them is the following:

## List of station modules

* Station Central Hub
* Module Construction Factory
* Starship Repair Station
* Residential Truss
* Office Complex
* Parks & Recreation Biodome
* Typhoon Spherical Habitation Hub
* Observation Deck
* Landscape Billboard
Scan Area

The **Scan Area** ability is a non-combat active ability in *Lightspeed Frontier*. It allows the player to locate and highlight any close objects.

Its range is determined by the overall scan range, which depends on the number and effectiveness of onboard Scanners.

Ability Configurator description:

```
Wide Area Ping
                __  __       __  __       __       __
                   3.21 Compiled 2345-06-16
#####################################################################
Executes an area search scan that lights up any small free floating
objects that could be hidden against the black background of space.

Highlights objects for 15 seconds.
Reload time: 25 seconds.

System Requirements:
- any kind of space-rated scanning equipment, mileage may vary
#####################################################################
    Wide Area Ping comes with ABSOLUTELY NO WARRANTY, to the extent
                permitted by applicable galactic law.

```

*This article is a stub. You can help Lightspeed Frontier Wiki by expanding it.*
Building System

The **building system** the the central method of construction in *Lightspeed Frontier*. It allows the player to drag-and-drop ship modules using the mouse.

## Principles of attachment

Each of the nodes is represented by a location and direction vector.

A module will only be attached if:

* the node direction vector is facing towards the camera (from 0 up to 90 degrees)
* the space is not obstructed
* the distance of the node to the camera isn't too larger than the distance from the camera to the point on the ship projected by the mouse

The building system will attempt to automatically rotate the module to fit into the requested space, alas failing at it slightly in the current implementation.

## Default Controls

* R and Right Mouse Button rotate a module
* Left Mouse Click selects and drops a module

## Continuous building system extension

*This article is a stub. You can help Lightspeed Frontier Wiki by expanding it.*
Radial Menu

The **Radial Menu** is a general purpose interaction menu in *Lightspeed Frontier*.

## Usage

It can be opened on all ships and space stations by holding down C (by default) while hovering over the vessel with the mouse.

After the menu is opened, different options may be presented depending on the object the player is interacting with. Each of these can be selected by moving the mouse and releasing C.

## Possible Interactions

 Chat

 Stock Exchange

 Fuel Trade/Transfer

 Cargo Transfer

 Module Trade/Construction

 Ship Saving/Loading/Workshop Upload

 Dashboard

 Demagnetize
Official Lightspeed Frontier Wiki

Welcome to the Official Lightspeed Frontier WikiWelcome to the Official Lightspeed Frontier Wiki
The Lightspeed Frontier reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 671 pages (187 articles).

Spotlight: Lightspeed Frontier
*Warp speed for the average consumer... What could go wrong?*

Space exploration used to be a full-time occupation for the affluent and powerful, but not anymore! With Wexler-Watson's patented faster-than-light travel technology, everyone can build a ship, using hundreds of available modules, then launch them into space for fame, glory, money, and a horrific death as enemy weapons punch holes in your ship's armor... Wait, the brochure didn't mention that last part.

Homepage · Steam

General

Release date

System requirements

How to Play

Ships

Weapons

Engines

Reactors

Command Pods & Habitation

Cargo Containers

Fuel Tanks

Armor

Utility

Exploration

Factions

Corporations

Combat

Quests

Systems

Space Stations

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Videos

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Fuel

Fuel is a type of resource in *Lightspeed Frontier*. It can be obtained from nebulas and the close proximity of stars using collectors or bought from space stations. It is stored inside fuel tanks.

It is used by reactors and engines to work properly or can be duped through the ship's collectors in order to create an explosive cloud that can be ignited by firing at it.
Ramming Shield

The **Ramming Shield** ability is a defensive active ability in *Lightspeed Frontier*.

Currently it only works with the Physical Barrier Emitter KKC-56 as it is the only module of this type in the game.

Ability Configurator description:

```
Ramming Shield Activation

  ___                  _             ___ _    _     _    _

                     2.01 Compiled 2390-04-23
#####################################################################
Starts up any ramming shield emitters on the ship for the duration
they can run before they overheat. Great for momentary defense
against debris or large amount of hostile fire.

Activates ramming shield emitters for 20 seconds.
Reload time: 60 seconds.

System Requirements:
- Physical Barrier Emitter KKC-56 or better
#####################################################################
   © Copyright 2399 Industrial Conglomerate. All rights reserved.

```

*This article is a stub. You can help Lightspeed Frontier Wiki by expanding it.*
Corporations

**Corporations** are a permanent fixture of interstellar life. Space is a massive opportunity for investment and profit which brings interstellar corporations to the frontier's outposts and space stations. These corporations can provide you with shipping contracts, protection work (or even more shady jobs once you earn their trust) or you can just simply invest into their stocks.

In the future the player will be able to create his/her own corporation and compete with the existing ones.

## Corporations list

### Food and beverages

* The Kepler Kola Company
* Xenon Pops & Beverages Incorporated

### Space stations

* Valdezz Corporation
* Royal Oyster PLC

### Technical

* Drobek's Personal Hoovers Incorporated
* Wexler-Watson Corporation
* The Flex Company
* Vapor Cloud Services
Physical Barrier Emitter KKC-56

Physical Barrier Emitter KKC-56
 Health
 Size
 Price

The **Physical Barrier Emitter KKC-56** is an inudstrial module in *Lightspeed Frontier*. When activated, it projects a physical barrier which can be used for ramming other ships without taking hull damage yourself. The barrier covers 5x5 blocks area.

```
A shield emitter that creates an impenetrable barrier for a short time, activated by its ability.

```
Shield Toggle

The **Shield Toggle** ability is a non-combat toggle ability in *Lightspeed Frontier*.

Ability Configurator description:

```
Shields

                 `---.|---..,---.|    ,---|,---.
## `---'`   '``---'`---'`---'`---'
After installing the brand new M1 Shield Emitters on your ship you
may want to turn them on and off from time to time, either to
enable them for obvious reasons or turn them off to save power.

That's that this program is for!

System Requirements:
## - M1 Shield Emitters or similar modules
      United Research Alliance. This work is licensed under a
  CC Attribution-NonCommercial-ShareAlike 86.0 Interstellar License

```

*This article is a stub. You can help Lightspeed Frontier Wiki by expanding it.*
Armor

**Armor** is a group of a modules in *Lightspeed Frontier*. Armored modules provide a structure for attachment of other more specialized modules and serve as a good counter to enemy weaponry.

The inventory filter for them is the following:

## List of armor modules

### United Research Alliance

* **Armor Module Mk1**
* **Armor Module Mk2**
* **Armor Module Mk3**
* **Armor Module Mk4**
* **Rounded Armor Module Mk5**
* **Armor Module Mk6**
* **Armored Rounded Slope Mk1**
* **Armored Slope Mk1**
* **Armored Slope Mk2**
* **Armored Slope Mk3**
* **Additional Pylon**
* **Additional Slanted Wing**
* **Additional Wing**
* **Additional Short Wing**

### Industrial Conglomerate

* **Weapons Grade Armor Module - Size 1**
* **Weapons Grade Armor Module - Size 2**
* **Weapons Grade Armor Module - Size 3**
* **Weapons Grade Armor Module - Size 4**
* **Weapons Grade Armor Module - Size 6**
* **Weapons Grade Round - Size 1**
* **Weapons Grade Slope - Size 1**
* **Weapons Grade Slope - Size 2**
* **Weapons Grade Slope - Size 3**
* **Structural Wing**
* **Structural Pylon**
* **Protective Deflector Plate**

### Junkyard

* **Rusty Cube of Armor**
* **Rusty Double Armor Module**
* **Rusty Large Armor Module**
* **Rusty Long Armor Module**
* **Rusty XXL Armor Module**
* **Rusty Rounded Slope**
* **Rusty Slope**
* **Rusty Slightly Longer Slope**
* **Longest Rusty Slope**
* **Standard Mount**
* **Mount Extender**
* **Rusted Truss**
Reactors

**Reactors** are a module type in *Lightspeed Frontier*. Most consume fuel to generate electricity using fusion, but there are some exceptions of old fission based reactors that don't have to be refueled. Generated energy is required by engines and weapons to operate.

The inventory filter for them is the following:

## List of reactor modules

* **Compact Antimatter Reactor CAR-4**
* **Antimatter Reactor AR-8**
* **Vertical Antimatter Power Core**
* **Titan Power Core**
* **Thermal-Neutron Reactor**
* **Radioisotope Thermoelectic Generator**
Planet

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

**Planets** are a type of celestial object that spawn in star systems. Optionally a planet can be created with rings that contain asteroids.

## Planet types

* Rocky
* Atmospheric
* Gas giant

## Atmospheric Entry

When a ship gets close to an atmospheric planet or a gas giant it will start to experience reentry effects. In version 1.14a the effect is non-damaging.
Lightspeed Frontier Wiki/Section 3

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Reactor Toggle

The **Reactor Toggle** ability is a non-combat toggle ability in *Lightspeed Frontier*.

Ability Configurator description:

```
Reactor Power Control
        ___ ___   _   ___ _____ ___  ___  ___ _____ ___ _

# Reactor Power Control 2.5.63+ #823 Compiled 2395-08-23
After proper installation this software can control ship reactor
status and provide shutdown or ignition sequences on demand.

System Requirements:
# - Fusion Generation IX reactors or greater (ModShipTM system)
  © Copyright 2335 Wexler-Watson Corporation. All rights reserved.

```

*This article is a stub. You can help Lightspeed Frontier Wiki by expanding it.*
Command Pods & Habitation

**Command Pods** and **Habitation Modules** are a module type in *Lightspeed Frontier*. Command pods are the core and command center of any ship and need to be protected with utmost care during combat. The Habitation Modules lack any command features but are still grouped under the same inventory filter in-game as they can carry crew and passengers like command pods.

The inventory filter for them is the following:

# Command Pods

Unlike other specialized modules, these are a jack-of-all-trades modules that contain miniature versions of engines, collectors, power generators and fuel tanks - making them completely independent of other ship modules for operation and travel.

## Warping

One of the key features of a **command pod** are its warp computers crucial to a successful warp jump. The number of modules a ship can still warp with is directly proportional to the capacity of its onboard computers - therefore more capable or multiple pods are required to support larger ships.

## List of command pods

### United Research Alliance

* **U.R.A. 5-Person Command Pod**
* **U.R.A. LongHouse-Class Pod**

### Industrial Conglomerate

* **Industrial 2U Command Pod**
* **Industrial "Cereal" B.O.X. Conning Tower**

### Junkyard

* **Rustbucket Small Command Pod**
* **Nobutake-Type Pod**

# Habitation Modules

Modules dedicated entirely to living spaces for crew and passengers.
GearStorm Wiki/Section 3

Guides

* How to play guide
* Default Keys
* System requirements
* Running Your Own Dedicated Server

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Space Stations

*Space stations* are large, mostly immobile space structures that can offer the player various facilities supporting repair, stock market access, module trade and refueling.

The main construction parts are station modules, which can offer a variety of services.

## Services

Depending on which modules are attached, each station can offer a variety of services.

### List of all available services

* Stock Market
* Trade Terminal
* Crafting Terminal
* Ship Saving/Loading
* Ship Repair
* Livery Change
* Management Dashboard

## Construction

Once a player obtains either a Station Central Hub or a Typhoon Spherical Habitation Hub, it can be dragged into a free area in space and placed there using the drag and drop building system.

The core will then form a new space station that can be extended with either station modules for station-specific services or regular starship modules (for instance weapons, shields, cargo containers, etc.).

A player created station will be labeled as blue and will show up on the galaxy map. Similar to friendly NPC ships, owned and friendly stations will shoot the player targeted object or any hostiles in range.

## Space Station Liveries

Unlike ship modules, these can be repainted to have a different texture.

## Derelict Stations

There is a chance for a space station to spawn as a derelict, but it does differ depending on the galactic sector.

* Core Worlds - 0%
* Industrial Sector- 6.25%
* Outer Rim - 14.28%

### Stock

The grey/blueish skin is the factory default skin of all station modules.

### Junkyard

The stations in the Outer Rim are all rusted from the near-hull safety air layer and unmaintained.

### Company

Company specific advertisement liveries can be chosen in the station Dashboard menu, and they will spawn naturally as well.

Oyster

Valdezz
Employee

* Kip Douglas
* Naomi Easton
* Marcus Helmsley
* Samantha Elland
* Broseph Dudekowski
* Nadia XXXIV
* Heather Rosenblum
* Marshall Howlett
* Samir Gainsbourg
* Eljay
* Shiki Katagari
* Elizabeth Hamilton
* Brian Akers
* Nigel Goldwater
* Buck Dawson
* Cleo Magnusson
* Sandy Jenkins
* Dash Baron
* Sarah Crawford
* Samuel L. Adams
* Meryn Madrigal
* St. Augustine
* Gary Blau
* Prof. Zymurgis
* Frank Cuccinello
Cleaning

**Cleaning I**

*"This metal sing cleans your geear well enough"*

Boost: No boost (starting item)

**Cleaning II**

*"Cleaning is good for the soul, and increases XP gained by all employees during brewing"*

Boost: 5%

**Cleaning III**

*"Even more cleaning results in even more experience"*

Boost: 10%

**Cleaning IV**

*"No more soapy water. It's time to use Moon San, the acid-based no-rinse sanitation solution."*

Boost: 15%

**Cleaning V**

*"New extra long brushes may take some more experience to handle but they make sure the bottom of those vessels get nice and clean."*

Boost: 20%

**Cleaning VI**

*"Adding a pressurized Moon San sprayer makes Cleaning a bit easier. Although using it properly does take some getting used to."*

Boost: 25%
Fiz Wiki

**Welcome to the Official Fiz Wiki!**
**Fiz: The Brewery Management Game** is a 16-bit style single-player brewery simulation game being developed by Bit By Bit Studios and currently being crowd funded through Kickstarter. The game will be available for Android phones, iOS phones, and iPod touches (iOS 4.0 or greater). Stretch goals also include tablet support for both mobile platforms as well as PC and Mac versions.

Taking inspiration from such classics as Lemonade Stand and Roller Coaster Tycoon, Fiz gamifies all the fun aspects of homebrewing and leaves out the tedious and annoying ones. You play as a homebrewing enthusiast who has decided to quit your job and start a brewery.

 Features

* 100+ Recipes to discover and customize
* 40+ Marketplaces to unlock
* 20+ Employees to hire and fire
* 50+ Brewing equipment upgrades
* Win awards and ribbons in various events and competitions

 Featured video

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Fuel Tanks

**Fuel Tanks** are a module type in *Lightspeed Frontier*. They store fuel for engines and reactors.

In an event of a catastrophic structural failure the contained fuel is dumped back into the surrounding space, much like the fuel dump ability.

The inventory filter for them is the following:

## List of fuel tanks

* **Micro Fuel Tank**
* **Medium Fuel Tank**
* **Radial Gas Tank**
* **Compression Tank Mk1**
* **Compression Tank Mk2**
White Bees' Honey

*This extremely rare honey has been created by a hive of albino honey bees.*

White Bees' Honey is one of the 5 special ingredients required to brew a Batch of Fiz and fulfil the storyline event Blau for Blau. They are obtained by fulfilling the Story Challenge "Sweet As Honey" through the storyline event "A Riddle So Sweet".
Bit By Bit Studios

**Bit By Bit Studios** is an indie game studio specializing in tools and mobile games development. The Studios are in fact a two person team of industry-experienced game developers based in Eugene, Oregon:

* Sean Sanders - Programming and Design
* Kelly O'Donnell - Art

## About Sean

A lifelong gamer and since-he-was-of-legal-age beer enthusiast, Sean began making games in his early teens, and has worked professionally in the industry since early 2009. He most recently served as the Lead Programmer for the Chillingo-published iOS hit Rinth Island. In mid 2012 he founded Bit By Bit Studios and began work on Fiz.

## About Kelly

The wild Kelly is often found drawing monsters and making 3D models, but she can be persuaded to craft pixel art with a delicious local brew. She left her senior artist job to join Sean and Bit By Bit Studios for indie game making adventures.
Default Keys

Here is a list of all the current key configs and actions you can take:, you can change these keys from default to whatever you want in the main menu:

Toggles Fullscreen  : Alt-Enter, F-11

Push To Talk : T

Target : RightMouseButton

In Game Menu : Escape

In Game Menu : Backslash

Scoreboard : Tab

Fire : Left Mouse Button

Targeting : Right Mouse Button

Next Weapon : Mouse Scroll Up

Previous Weapon : Mouse Scroll Down

Reload : R

Run : Left Shift

Jump : SpaceBar

Toggle Chat : C

Run : Divide

Jump : Down

Use : Middle Mouse Button

Use : E

Toggle Inventory : Page Down

Build Gun Roll : Num Pad 1

Build Gun Pitch : Num Pad 7

Crouch : Right Ctrl

Third Person Camera : Home

ToggleSaveMenu : F7

HandBrake : Add

ToggleInventory : I

Toggle Gun Configuration : Num Pad 5

Toggle Gun Configuration : Q

Crouch : C

Context : Insert

Context : Middle Mouse Button

MouseLook : CapsLock

LightToggle : L

Grab : G

Deploy : H

Configure HUD : Backslash

Configure HUD : U

Jump : NumPadZero

Toggle Cheat Menu : Equals

Toggle Map : M

Reload : Multiply

Crouch : LeftControl

Toggle HUD : V

Auto Roll Stabilization : LeftControl

ToggleAdminMenu : BackSpace

GunRoll : Z

GunPitch : X

ThirdPersonToggle : LeftControl

MouseLook : Insert

Camera : Tab

Console : `
System requirements

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

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

## See also

* How to play guide for GearStorm
* Release date
Gebäude:Waffen

Du brauchst Waffen für die Ausbildung aller Truppen außer den Bauernmilizen. Die Waffen werden in den verschiedenen *Waffenwerkstätten* hergestellt und im Lager gelagert, das als *Waffenkammer* dient. Du kannst den verfügbaren Platz für Waffen erhöhen, indem du 'Ingenieurswesen' und 'Waffenkammerkapazität' unter dem Reiter *Bildung* erforschst.
Wake Station

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

Wake Station - One of the few remaining EDI settlements. It's a walled city built around an original colony facility with a mix of military and commercial habitats. Facilities have fallen into disrepair. Parks have been repurposed for agricultural areas. The is an open air market as well as abandoned military and industrial areas.

What we see here is the Military section. Its neighbored by farms in the North & North West.

It's under construction. Seen here is HQ, the Motor Pool, and some housing.
[Thread]
Weapons

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

There will be a wide variety of weapons in GearStorm. Weapons will include electromagnetic slug-throwers, explosives, flamethrowers, lasers, miniguns, and smart rockets.

Don't forget to talk about how customizable everything will be with scopes and attachments and such!

## Small Arms

* Arch Pistol
* Arch Rifle
* Arch SMG
* Assault Rifle
* Beam AR
* Build Gun
* Gauss Rifle
* Laser AR
* Shotgun
* Sniper Rifle

## Heavy Weapons

* AV Rocket
* Flame Thrower
* Grenade Launcher
* Rocket Launcher

## Vechile Mounted Weaponry

* Cougar AC 150
* Cougar AC Quad-50
* Cougar Twin Plasma
* Cougar Missile
* Cougar PlasmaLG
* Talon Twin Laser
* Talon Missile
* TOM-Cat GLaser
* TOM-Cat AC Quad-50
* TOM-Cat Plasma
* TOM-Cat Missile

## Emplacement Weapons

* Laser Turret
* Plasma Turret
Iron City Games

**Iron City Games** are the developer and publisher of GearStorm.

GearStorm is made by a group of dedicated independent developers. We are focused on game-play options and ambitious depth of play, not look and feel. We will spend resources getting our assets, terrain and effects to look good enough for players to appreciate and to be tactical useful, but we will not polish all of the graphics to the point of hyper-realism or to the level of the large studios. To do so would increase costs and shift our resources away from adding things to do in the game. Also, really expensive effects and graphics would limit our world size, number of assets and AI we could support on the screen at the same time. We will value large maps, more things to do and larger battles over the best effects, graphics and sounds.

We won’t be a twitch, spawn-and-die game. We will have advanced combat with a deep damage and repair system, not the typical, hectic, simple combat you get from many shooters today. our combat will be driven by competition for resources, defending one’s territory, status, political strife and just survival. When in combat, things like jumping around and shooting as fast as you can will likely not determine the outcome. Careful approach, using cover and concealment, accuracy and fire discipline will rule. There will be exceptions to all of this, of course, especially with a flamethrower!
International Colonization Authority

The **International Colonization Authority** (ICA) is a cooperative of government and private agencies originally founded on Earth in 2197 AD as a desperate gamble for peace. At the time of its creation, the nations of Earth were careening towards war over who would get to colonize Apollyon first. The ICA was meant to be mankind's representative to Apollyon so that everyone would feel fairly treated.

War was inevitable, however. (See Apollyon for more history) The ICA watched as WW3 broke out. Then they watched as the Phage emerged and pushed humanity to the brink of extinction.

Sadly, none of the original staff of the ICA lived to see Apollyon. The ICA was able to build one colonization ship, the Vanguard, and launch it before their position on Earth's moon was destroyed by the Phage. The Vanguard is an automated colony ship, piloted by the AI Julia. It has no living crew and instead bears only the means of recreating key members of the ICA (deemed usable for a colony).

Unfortunately for the Vanguard, it's slow travel speed (1400 years) meant that surviving factions on Earth -- with superior technology -- managed to beat it to Apollyon. Though, with the current state of the planet's degraded societies, the ICA still represents the last flame of old Earth's humanitarianism. The heroes of the ICA colony are our only hope at a bright future.

*Insert an Image of the Vanguard, maybe from the Kickstarted video here*

## Fiction

Some short stories about the ICA. As you, the player, are in charge of building the ICA's base from scratch, these are purely for fun and not part of the in-game story.

* Short: Last Day at the ICA
* Short: Day 1, Reboot Humanity
* Short: We don't believe in reincarnation
* Short: Day 500, what's cooking precious?

## Named Characters

* Lt. Rainer
* Dr Julia
* Sato
* Dr Harvey

etc...

## Technology

**Human Creation Tech:** The Vanguard uses accelerated Grow-Vats. The skeletal structure is usually 3D printed and the subject is grown from synthetic stem cells that can later be infused with preserved subject DNA via CRISPR like tech. The process takes 3-4 weeks, but a cache is stocked up so the delay is minimized.

**Interstellar Travel:** The ICA Vanguard used a Nuclear-pulse drive. It was filled with bio-printer pods.

Update: The ICA in the game uses MSF respawn technology. How'd this come about, feels like a contradiction in the storyline.

### Guns, Gear, Vehicles

Arriving late and with tech that's 1400 years out of date, the ICA colony has an uphill battle for survival looming before it. Other faction on Apollyon, while not automatically hostile, pose both threats and opportunities. Here's a list of technology the ICA starts out with.

*TODO: Fill out with links to pages on ICA-specific technology*
Mashing

**Homemade Mash Tun x1**

*"This converted cooler is perfect for mashing your grains.h"*

Boost: No boost (starting item)

**Homemade Mash Tun x2**

*"Doubling your mash turns results in more beer produced per batch"*

Boost: 7% Yield

**Homemade Mash Tun x3**

*"Three mash tuns available continue to increase your batch yield."*

Boost: 14% Yield

**Combination Mash Lauter Tun**

*"A stark improvement over the plastic cooler Mash Tun, this vessel automatically introduces hot water and recirculates it as sweet wort to fully mash and lauter your grains. You found this one used online."*

Boost: 21% Yield

**Combination MLT Pro**

*"Improved liquid circulation and temperature control increase the output efficiency of your Mashing operation."*

Boost: 28% Yield

**Combination MLT Ultra**

*"Now this MLT has all the bells and whistles, literally. Improved steam release, pressure control, and liquid circulation really gets the best Yield out of your Mash."*

Boost: 34% Yield
GearStorm Wiki/Section 4

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Vehicles

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

The following is a list of vehicles in the game GearStorm.

The **vehicles** of Gearstorm. Cool promo stuff about how you can build planes that lift tanks and such. Also, need a section on how customizable these vehicles will ultimately be.

## Ground Vehicles

* Liger - a big and bad main battle tank.
* Civet - a sweet litle ground car.
* Ocelot - a light all-terrain vehicle.
* Foosa - a medium weight, wheeled vehicle.
* Cougar - generic ground transport.

## Air Vehicles

* Sky Crane - transport anything by air.
* Lev Fighter - single seat fighter and death from above.
Passive High Speed Matter Collector

Passive High Speed Matter Collector
 Health
 Size
Collector
 Price

The **Passive High Speed Matter Collector** is a module in *Lightspeed Frontier*.

```
A ram scoop that captures free floating gasses. It can also dump volatile fuel into space with the dump ability.

```

## Trivia

* The design of this collector seems to have been vaguely inspired by the Star Trek TMP-era federation nacelles.
IV Bag

{{:{{{1}}} | {{{1}}} | {{{2}}} }}
**IV Bag** is an activated item.

## Effects

* When activated, causes Isaac to lose half a heart (or a full heart in The Womb and beyond) while spawning 1-3 coins.

## Notes

* This effect is counted as inflicted damage for the purpose of items that spawn pickups upon damage, such as Gimpy or Fanny Pack, but does not count against the chance of encountering the Devil Room.
* Invulnerability will not prevent Isaac from losing hearts.
* Spawns 0-1 coins when playing as Keeper.
* If down to half a heart (or a full heart in The Womb and beyond), it will take soul or black hearts instead of red hearts.
* When playing as the Lost, using the item will be an instant kill through Holy Mantle.
* Since using the IV Bag still causes invulnerability, using it just before getting hit, walking over spikes, or going through a Sacrifice Room will grant coins without inflicting extra damage.

## Synergies

* Isaac's Heart: Can be used without taking damage, resulting in an infinite amount of coins.

## Gallery

* Template:Plat3DS The icon of IV Bag as seen on the lower 3DS screen

## Trivia

* A glitch in the original Binding of Isaac existed where the player could leave a room and activate the item during the invincibility frames offered during recovery of using the items, effectively spawning infinite coins. This bug has been fixed in The Binding of Isaac: Rebirth.
Punkte

***Punkte*** kommen in *Stronghold Kingdoms* in verschiedenen Formen vor.

* Ehrenpunkte
	+ Diese Punkte dienen in Stronghold Kingdoms dazu, neue Ränge zu erreichen, damit du bessere Forschungen durchführen und Gebäude bauen kannst.

* Glaubenspunkte
	+ Diese Punkte ermöglichen dem Spieler die Verwendung von Mönchen und religiösen Fähigkeiten im Spiel.

* Punkte in der Bestenlisten
	+ Diese Punkte bestimmen deine Platzierung auf der Bestenliste.

* Forschungspunkte
	+ Forschungspunkte werden verwendet, um Forschungen durchzuführen. Jede Forschung kostet einen Punkt. Du erhältst 3 Punkte, wenn du einen neuen Rang erreichst. Außerdem kannst du Punkte für Gold kaufen.
Ehrenkreis

Jedes Dorf ist von einem Kreis umgeben. Dieser wird als *Ehrenkreis* bezeichnet. Spieler erhalten nur Ehre für Angriffe auf gegnerische KI oder für das Erkunden von Vorräten innerhalb des Ehrenkreises ihres Dorfes. Spieler können auch den Ehrenkreis ihrer Vasallen verwenden, indem sie Angriffe vom Dorf des Vasallen aus starten und so Ehre erhalten.
Phage

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

The **Phage** is a deadly nano-virus that has been decimating the human population and you must fight against it in GearStorm.

The Phage is a virulent genetically-engineered biological weapon that weaponized the infected into rageful bio-mechanical horrors that spread the plague and death. The unstoppable Phage spread like wildfire through man and beast alike. With no way to undo what was done, the remnants of humankind retreated into bunkers, or walled cities, and fortresses.   But even these, one by one fell to the Phage.

### The Phage on Apollyon

List and pics of the stages of Phage goes here.
The Story of Gearstorm

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

Idea #1 - What if Apollyon started everything?
WIP

**Original Story: from the forums**
In the year, 2185, the human race is in its final death throes. Earth itself is a desolate waste, ravaged by decades of war. War, more malignant, more savage than any conceived of before. War fueled by diverging ideologies, waning resources, and drastic technology advances of the 21st century. For years, humanity bathed itself in blood, fire, and death.

The final death knell came in the form of the Phage. A virulent genetically-engineered biological weapon that weaponized the infected into rageful bio-mechanical horrors that spread the plague and death. The unstoppable Phage spread like wildfire through man and beast alike. With no way to undo what was done, the remnants of humankind retreated into bunkers, or walled cities, and fortresses. But even these, one by one fell to the Phage.

With Earth all but lost, a glimmer of hope was discovered. Automated Kepler systems that had been in operation for nearly a century discovered an extremely unlikely, human-habitable extraterrestrial world. These probes reported amazing findings dozens of light-years away on a planet dubbed as Apollyon. Apollyon was a small Earth-like planet with isolated continents in a large ocean. These islands showed signs of ecosystems, flora, and fauna.

The mad rush to escape this hellish Earth, lead to tragic mishap and loss. Previous attempts to send manned generation ships to Apollyon failed either due to infighting or mechanical failure. In a final act of desperation, small, unmanned probes, fitted with advanced bio-printers were launched to seed Apollyon to save the species. These probes were encoded with the DNA and mental recordings of the finest of our remnants and cast off towards the planet.

You are one of these ghosts, a fabricant sent to an alien world to renew humanity. You carry the hopes and legacy of us all. Remember us.
Creatures

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

## List of creatures

The following is a list of creatures in the game GearStorm.

Apollyfawn (Deer) - Apollyon's most abundant herbivore.  It is a common food source for most carnivores and omnivores.

Rhinolope -  A more aggressive and capable herbivore.   Typically not combative unless threatened.

Scorpax - An athropod like creature that is highly aggressive and territorial.  A good source of protein.

Raptrax - A highly armored raptor-like predator.  They travel in packs and are aggressive when hungry.

Tyrax - Apollyon's alpha predator.  A Tyrannosaurs like creature that is heavily armored and lethal.

Sandwyrm - Another massive predator that lives under the sands in the desert.  This creature can also spray a mist of acid to incapacitate its prey.

Phage - There are several stages of infected humans known as the phage.
FAQ:Erkundung

## Gibt es andere Möglichkeiten, an Nahrung/Ressourcen zu kommen?

Du kannst sie auf der Karte erkunden oder sie von anderen Spielern rauben.

## Wie erkunde ich Ressourcen?

Als erstes musst du Kundschafter erforschen und sie ausbilden. Du kannst Kundschafter im Einheitenbildschirm ausbilden. Auf der Karte siehst du hin und wieder Ressourcenvorräte, die du erkunden kannst. Schicke den Kundschafter zum Ressourcenvorrat, damit er einen Teil dieser Ressource erbeutet.

## Was bedeuten Säcke mit Fragezeichen?

Dies sind Ressourcen, die noch erkundet werden müssen. Wenn du der erste Spieler bist, der sie erkundet, erhältst du einen kleinen Ehrebonus sowie Ressourcen.

## Haben Kundschafter noch weitere Funktionen?

Kundschafter können die Burgen anderer Spieler erkunden und außerdem während Quests Hinweise entdecken.

## Welche Informationen besorgt der Kundschafter, wenn er einen anderen Spieler erkundet?

Wenn ein Kundschafter erfolgreich war, kehrt er mit dem zum Zeitpunkt der Erkundung aktuellen Anblick der Burg zurück: Grundriss und Garnison. Wenn du die Burg eines anderen Spielers angreifst, kannst du mit der Schaltfläche 'Burg ansehen' den Grundriss der Burg anzeigen, allerdings nur, wenn du ihn vorher bereits ausgekundschaftet oder angegriffen hast oder wenn dir ein anderer Spieler einen Bericht über die Erkundung oder den Angriff geschickt hat. Beachte, dass du nur den Grundriss und die Truppenaufstellung der Burg siehst, die zum Zeitpunkt der Erkundung oder des Angriffs aktuell waren. Änderungen, die in der Zwischenzeit vorgenommen wurden, werden nicht angezeigt.

## Sind Kundschafter immer erfolgreich?

Nein. Der Erfolg der Erkundungsmission hängt von der Anzahl der geschickten Kundschafter, der Stufe des Bergfrieds, der Anzahl der Bogenschützen in dieser Burg und auch ein Stück weit vom Glück ab.

## Kann eine Erkundung abgebrochen werden?

Ja, sie kann jederzeit abgebrochen werden.

## Warum bewegen sich meine Kundschafter nicht schneller, obwohl eine Forschung abgeschlossen ist?

Wenn du eine Forschung abschließt, nachdem die Kundschafter bereits auf der Karte losgezogen sind, hat diese Forschung keine Auswirkung auf sie.
Vorräte

***Vorräte*** sind zufällig auf der Weltkarte auftauchende Säcke mit Ressourcen. Du kannst Kundschafter schicken, damit sie diese Ressourcen ins Dorf bringen (die Menge hängt von der Forschung im Bereich Kundschafter ab).

Vorräte erscheinen an festgelegten Orten, aber ihr Inhalt wird zufällig ermittelt. Bankettwaren können erst in Vorräten gefunden werden, wenn die Grafschaft bereits eine bestimmte Zeit lang im Spiel ist. Vorräte können keine Waffen enthalten.
Sol-Terra Expedition

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

The **Sol-Terra Expedition** (STE)- Departed ~2800 AD. Arrived ~3000 AD. Who knows?

Not much is known on Apollyon about the Sol-Terra Imperium or it's one Expedition to Apollyon. The STE settlements date from around 3000 AD and on, making the STE the first human expedition to arrive on Apollyon. However, no known survivors of this expedition remain on Apollyon - if indeed any were ever sent.

But the advanced technology of many STE sites remains as ruins scattered throughout the planet.

### Technology

The STE technology is often beyond our current understanding of the universe as it is. Some believe they used direct tachyonic teleportation while others postulate gravity-based time manipulation (vaguely Tardis-like) as their means of achieving FTL.

It's all anyone's guess though as no STE landing craft have ever been found. The remaining, barely functional technological systems on Apollyon are dangerous and hotly desired.

### Locations

The old Endor Colony ruins are near an ancient STE site and were wiped out by the defense system that the MSF colony unleashed on itself. There are many other STE ruins around Apollyon though. Some are known, most are not.

### Factions

The STE has no living members nor active intelligences currently. So the STE isn't really a faction of Apollyon per-se. This can sometimes change though when ancient systems activate. The fate of the Sol-Terra Imperium is unknown, but their ability to travel to Apollyon doesn't rule them out as a faction either. Assuming the Imperium is even still around.
Handel

Durch Handel können Spieler Waren an eigene Dörfer und die anderer Spieler schicken. Bevor der Spieler Handel treiben kann, muss er einen Markt platzieren und mindestens einen Händler ausbilden. Vor dem Platzieren eines Marktes musst du 'Händlergilden' im Reiter 'Bildung' erforschen.

Es gibt zwei Möglichkeiten, Handel zu treiben. Bei der ersten wählt ein Spieler eines seiner Dörfer aus und klickt auf der Weltkarte auf das Dorf, mit dem er handeln möchte. Nun klickt er auf 'Ressourcen schicken'. Der Handelsbildschirm wird geöffnet. Hier wählt der Spieler die Waren und Menge aus, die er schicken möchte. Anschließend klickt er auf 'Schicken'. Die andere Möglichkeit ist, den Handelsbildschirm im Dorfreiter zu öffnen, ohne dass ein Handelspartner ausgewählt wurde. Klicke nun auf das Dropdown-Menü in der Mitte und verwende die Suchfunktion.

**TIPP:** Ihr könnt die genaue Menge an zu verschickenden Waren eingeben, indem Ihr auf den Bleistift klickt.

**TIPP:** Wenn ein Premium Token aktiviert ist, können die erweiterten Handels Optionen genutzt werden, um die umliegenden Börsen nach den höchsten und niedrigsten Preisen zu filtern.

## Börse

An der Börse können Spieler Waren für Gold kaufen und verkaufen. Wie beim Handel muss ein Spieler einen Markt platzieren und mindestens einen Händler ausbilden, bevor er auf die Börse zugreifen kann.

Alle Börsen befinden sich in Hauptstädten. Anfangs können Spieler nur auf die Börse ihrer Gemeinde zugreifen. Durch die Forschung 'Handel' kann ein Spieler dies ausweiten, bis er auf alle Börsen weltweit zugreifen kann.

Wähle ein Dorf aus, klicke auf die Gemeindehauptstadt und wähle 'Markt' aus. Der Börsenbildschirm wird geöffnet. Von hier aus kannst du Waren kaufen oder verkaufen. Nur Waren, die bereits an die Börse verkauft wurden, können gekauft werden.

Kauf und Verkauf sind nur in festgelegten 'Paketen' möglich. Für die verschiedenen Waren gelten unterschiedliche Paketgrößen. Der Goldpreis, der für einen Verkauf erzielt werden kann, berechnet sich aus der Anzahl der Waren, die sich in der Börse befinden; je mehr Waren bereits vorhanden sind, desto niedriger sind der Kauf- und Verkaufspreis. Sind weniger Waren vorhanden, steigen die Preise. Daher kannst du möglicherweise einen besseren Kauf-/Verkaufspreis erzielen, wenn du an verschiedenen Börsen handelst. Alle Waren beginnen bei 150 Gold pro Paket; höher kann der Preis nicht steigen.

Auf den Kaufpreis werden außerdem 25% Steuern aufgeschlagen; 5% gehen an die Gemeindehauptstadt.

**TIPP:** Ihr könnt Gold in Eurer Gemeindehauptstadt generieren, indem Ihr Eure Waren dort verkauft.
Pakete

In Stronghold Kingdoms bezieht sich die Bezeichnung *Pakete* auf eine festgesetzte Anzahl von Gütern, welche ein Paket ausmachen.

Die folgenden Werte, die links von den Gütern im Handelsbildschrim angezeigt werden, bilden die Äquivalente zu einem (1) Paket. Diese Werte sind unterschiedlich, weil die Produktivität für die Güter verschieden ausfällt.

Die Beträge beim Plündern, Spenden und Ausrauben werden nach diesen Größen berechnet. Teilbeträge werden aufaddiert. Hat man also einmal 200 Äpfel geplündert, ein anderes Mal 300, werden diese Beträge schließlich zusammengezählt zu 1 Paket.

 Stein
 Eisen
 Pech

 Piken
 Rüstung
 Schwerter
 Katapulte