recursal/Fanatic-Fandom huggingface dataset:
Ars Amandi

A book dedicated to the art of giving gifts and seducing women.

## Content

***Ars Amandi***
*by Publius Naso*
*The way to a mans's heart is through his stomach. The way to a lady's heart is paved with beautiful words and appropriate gifts. Many have lost fortunes trying to win a woman's heart. This book explains how to avoid that fate.*
*One must know that ladies' tastes vary according to their status. A gift fit for a peasant girl will not please a noblewoman. Simple girls will be happy with a flower, while refined courtesans will laugh at a bouquet and only show favor [when she] is presented with a gold ring. But beware of traps! Sometimes, with much effort, you win a lady's heart only to become her slave, ready to fulfill her every wish! Avoid earning the heart of your woman at the cost of your own head!*
## Journal entries

**Glossary**: Gifts
**Formula**: Perfume
## Notes

* Some players report never finding this book despite searching very thoroughly for it. Others do not receive the perfume recipe after reading the book (v1.5).
* This book can sometimes be found on a bookshelf of Triss' house.
* It can sometimes be found in an "old shelf" in the basement of the Herbalist's house.
* It can sometimes be found in an "old shelf" in the Order outpost (where Siegfried sleeps in Chapter II, but the book is not found there until Chapter III).
Factions

*(Story excerpt)*

As it becomes clear that Earth will soon be uninhabitable, different groups – the few surviving national governments, corporations, social clades and the like – start making preparations to leave the solar system. They bring asteroids into Earth orbit, hollow them out, fit them with ion drives and cryo-hibernation vaults, as well as factories and construction gear to ‘bootstrap’ an industrial base quickly. Only a tiny fraction of the human population can take this escape route – billions are left to die on the dying planet.

The various colony ships depart in different directions. The crews sleep in the cryo-vaults, watched over by robots. Contact with Earth is lost as the Fifth Water War goes nuclear.

*(Story excerpt ends)*

All factions have several key figures belonging to that faction. The Romanovs, for instance, are led by Imperator Anastasia, Captain-Queen of the Romanov. However, the ill Prince Andrei - Anastasia's older brother - is considered a senior figure within Romanov society. So too is Dowager Imperator Marie, Anastasia's mother.

Additionally, each faction (except the Romanov) has three sub-factions. These sub-factions are sections of the base faction which a noticeably distinct from the main faction. The Mandate faction, for instance, has the United Colonial Guard, Gate Control Authority, and Grand Fleet subfactions - each with their own key figure.

See the Mandate Lore Document for more information.

# Major Factions

* The Mandate
* Colony ship Romanov
* Colony ship Europa
* Colony ship Great Ark
* Colony ship Black Eagle
* Colony Ship Osman
* Rebels
* Pirates
* Interstellar Free Trade League

# Sub-Factions

## Mandate Sub-Factions

* Grand Fleet
* United Colonial Guard
* Gate Control Authority

## Romanov Sub-Factions

* Council of Dukes
* Preobrazhensky Life Guard

## Arkwright Sub-Factions

* Explorer's Society
* Gunsmith's Guild
* Lords Mountjoy

## Europans

* Concordance
* Europan Advanced Science Institute
* Unknown Legion

## Black Eagles

* Archipelagists
* Winged Hussars
* The Eagles Rousant

## Osmani

* Dragomechs
* Schismatics
* Janissaries

## Rebels

* Commonwealth of Penrose
* Wilders
* Bloody Squadron

## Pirates

* Tomb Robbers
* Vorovsky Mir
* Libertalia

## Interstellar Free Trade League (IFTL)

* Diamond Mining Consortium
* Thouin Terraforming
* Mercenary League

## Secret Factions

* Thirsd Section
* Pandorans

# Unknown Factions

* Duchess Vorontsov
* New Worlds Coalition

These unknown factions were mention early on in development by Perihelion. It is unknown if they have been replaced by a different faction or will appear in the final game in some form.
Primary weapon

*This article is a stub. You can help America's Army Wiki by expanding it.*

**Primary weapons** are just that, weapons used primarily in a given mission. They determine your focus in combat and possibly your tasks for a given mission. For example, assault rifles might be for general purpose mid-range tactics, shotguns for close spaces and close range, and sniper rifles for long range.

## Primary Weapons

* M4A1 Assault Rifle
* M249 Saw
* M14EBR-RI
* Remington 870 MCS
Loadout

At the beginning of a round you will see a screen allowing you to select your Role, primary weapon,
primary weapon optic, and the grenades you will enter the match with. Optics differ depending
on the choice of weapon. You can bring this screen up at any time using the F1 key. Changes
made during a round will not take effect until the next round begins.

 File:AAGame 2014-08-11 13-14-28-27.jpg
Perihelion Interactive

**Perihelion Interactive LLC** was an international (Canada, USA, Sweden, Norway, UK, France, Slovakia) veteran team of developers [ex-EA, ex-2K Games, ex-Ubisoft, ex-Funcom] who have gone indie. Previously they have worked on and shipped both singleplayer, multiplayer and MMO AAA productions with team size ranging from 30 to 200. Assassin's Creed, Mafia 2, FarCry 2, Age of Conan: Hyborian Adventures, Splinter Cell, Planet of the Apes, Saga of Ryzom, FIFA ONLINE, FarCry Evolution, Rainbow 6 Vegas & The Secret World.

## External Links

1. ↑ https://www.gamewatcher.com/news/2017-03-08-crowdfunded-space-strategy-rpg-the-mandate-seems-to-be-dead
Anselm

**Anselm** is the homeworld of the Kursts of the Colony ship Black Eagle.

High Radiation, Cloud Colony

The world of Anselm emits an extraordinary amount of radiation, forcing settlers to wear sealed suits, even on the cloud colony that is orbiting the world. The cloud colony sustains itself by trading crystals and gas from the planet, extracted by men and women who risk their lives on a daily basis.
Colony ship Black Eagle

Families: Black, Weber, Kurst

Art inspiration: Prussians, with a side order of Cossack

The Black Eagle worlds are no strangers to conflict. Before they joined the Mandate, border wars and internal feuding wracked these colonies. The first system settled by the Black Eagle ship was Kurst – that system had four marginally habitable worlds, but none was anywhere near as hospitable as Novy Petersburg or Starfall or Victoria. Right from the beginning, the Black Eagle settlers fought amongst themselves for survival.

Contact with the Romanovs brought an end to this conflict, and began the brief summer of the Black Eagle worlds. Gate travel meant the Kurst worlds could import the supplies they needed to make life bearable. Even better, it offered the hope of finding new, better worlds to settle. Equipped with Gate technology, the Black Eagle settlers struck off into the unknown – and brought back disaster.

The Black Eagles have long been the most stalwart supporters of the Mandate, and are famed for their military traditions. Despite this, they have more in common with the oppressed fringe worlds than they do with the glittering worlds of the core…

##### Character Creation Benefits

-2 Rebel Reputation, +1 Mandate Reputation, +1 Personal Combat.
The Mandate Wiki/Bottom section

Wiki
## Community

We are currently maintaining 356 pages (68 articles)!

Recent changes | New pages | Missing pages

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Victoria

**Victoria** is the homeworld of the Arkwrights of the Colony ship Great Ark.

High Technology, Desert World

Victoria consists mostly of red desert and had a much higher average temperature than what is generally considered survivable. As such, inhabitants of this world are forced to wear cooling devices and sleep in specialized heat-resistance housing.
Lord High Admiral Suvarov

**Lord High Admiral Suvarov** Commander of the Grand Fleet, Guardian of the Star of St. Andrew, and Chief Military Advisor to the Empress.

Lord High Admiral Suvarov has served the Romanova Line for almost a century. He has outlived two Emperors and currently serves the new and inexperienced Empress Anastasia Romanova.

He was born to a humble family. His mother's family comes from the Black Eagle worlds, and from them he inherited their martial tradition; his father's family served the Romanovs for many generations.
Neither side had the influence to assure him of an officer's post. He joined the Fleet as a crewman, and rose through the ranks. In the Battle of Bifrost, he led a boarding action of an enemy warship, and captured its bridge against heavy resistance. That heroism brought him to the notice of Prince Piotr - later Emperor Piotr, the grandfather of the current Empress.

With the Prince's backing, Suvarov soared. Piotr gave the young officer command of a battle squadron of warships, and Suvarov's tactical gifts and discipline became evident to all.
His crews called him Admiral Winter. He was an excellent judge of a crew's strength, able to push them to the very limits of their capability, but always short of breaking them. Marines said that one mission under Admiral Winter was worth five years' service - but took ten years off your life with its hardship and terror.

Once the post became vacant, Piotr appointed Suvarov as Lord High Admiral, commander of the Grand Fleet, Guardian of the Star of St. Andrew, and chief military advisor to the Emperor. Piotr and Suvarov shared a bond forged in battle, and the Emperor esteemed his friend's counsel above that of any other officer.

When Piotr died and his son Nikolai took the throne, Suvarov retained his post in name only. Unlike his father, Nikolai was not a military man, and he and Suvarov disliked each other immediately. The nobles of the court, too, had long held a grudge against Suvarov, and now they poisoned the emperor against his father's most trusted advisor. For years, Suvarov stood and watched as Emperor Nikolai ignored his counsel, as the Grand Dukes corrupted his fleet with nepotistic promotions and political appointments. Good officers were forced out. Suvarov retained his post only because the nobles could not agree on a replacement.

Suvarov does not agree with the Empresses decision to form the Corsairs and believes that the Captains chosen are a disgrace to the Mandate and have no understanding of Duty.

Suvarov is voiced by David Bradley, better known as playing Lord Waldor Frey in HBO's Games of Thrones. David Bradley is an accomplished stage actor who has won the Lawrence Olivier award. He has also played roles in Dr Who, Harry Potter and Captain America.
Sirocco

**Sirocco** is the homeworld of the Demoles of the Colony ship Europa.

Desert World, Bad Weather Conditions

Sirocco – named after the harsh winds scouring the planets surface – is a world where only the most adventurous traders and merchants go to find their fortunes. More come than leave, however, often dying in the windy deserts of the unforgiving world.
Character creation

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

You play as a disgraced captain:

* select your Colony ship
* select your Family
* select your Homeworld

Next:

* select your gender
* allocate attribute points to determine your Trait:
	+ Intelligence
	+ Charisma
	+ Physique
	+ Coordination

Create your military experience and backstory:

* Dossier
* Imperial Databank

Select 5 events from history and choose from two potential outcomes to shape your history. These choice will either add bonuses to attributes or affect your reputation. Which finally leads to four possible reasons for your fall/disgrace which will lead to the Verdict of your Court Martial.

In the finished game you will also be able to choose from a Knighthood or Order.

This completes your Military Service Record.

The Character Generator may have different stat bonuses and/or events in the finished game.
Battle Orchestrator

The Battle Orchestrator (Also known as the Holographic Interface and Command Display or H-ICD) is the method by which the player will command the vessels in their flotilla.

It will allow the player to easily switch between the 3D space battle view and a stylized planning mode where they can plan out movement curves for their ships and visualize these. The player may assign specific stances to ships (defensive, aggressive, etc.) as well as set rules of engagement for the usage of fighters, heavy weapons and similar. In addition the player will be able to “preview” the future position of their ships to allow for complex tactics to be pre-planned in all four dimensions.

It is intended that the Battle orchestrator will be able to be used with cooperative play as well to allow multiple players to coordinate their tactics and actions, though no details of how this will be implemented have been released yet.
The functionality of the Battle orchestrator is independent of the type of vessel you have as a Flagship. A Frigate will be equally as capable of running it as a Battleship.

The Battle Orchestrator is intended to support Boarding actions as well, with the interface being identical to the one used to control fleet actions.
Sultana Sadeet

**Sultana Sadeet** .

Saadet is the sole leader of the Osmani Sultanate, having taken the throne on the death of her mother fifteen years ago. Her period of rule has been troubled, mostly by ripples from the greater upsets in the rest of Known Space.

Politically and economically her leadership has been strong and difficult to fault, but militarily she is less proven and less confident: the Osmanis tend to measure up poorly against the rest of the Mandate and the prospect of civil war is not an enticing one.

Particularly since the Osmanis are a traditional haven for those fleeing oppression or arrest in the other areas of the Mandate and a gateway to many of the fringe worlds, it is likely they would be in the firing line of any developing conflict.

Physically she is 49 years old, tall and astonishingly beautiful: her body has been sculpted by the surgical equivalent of Michelangelo. She has seven husbands—a modest number for someone in her exalted position—and three children, princesses aged 17, 15 and 10.

Like all Sultanas she is connected at most times to the Hanedan (literally 'the House'), a data-respository accessible only to the Sultana and her bloodline that contains not only live feeds from all available information sources but also the uploaded personalities of her predecessors, plus a few of their most trusted advisors.

When Saadet dies the most recent backup of her memories and personality will also be uploaded, to advise her successor.

She has a court of advisors and hangers-on, but conventional wisdom says that the best way to plant an opinion in her ear is to pass it through one of her husbands. She is more likely to listen to it that way.
Odin Station

**Odin Station** is the homeworld of the Blacks of the Colony ship Black Eagle.

Dead World, Orbital Station

While the world of Ragnarok itself is considered dead, its Odin Station is very much alive. The dead world beneath the station provides an ample amount of raw materials such as iron and titanium on the station.
Builder's Workshop

The **Builder's Workshop** is the first building acquired after placing the Village Center and is pivotal for expansion. Almost all new buildings require builders to transfer goods to the construction site and complete construction. Goods will be collected from the Warehouse in the first instance, but if there is no stock, builders will take directly from the manufacturer.

Assigned villagers will work as builders. It can be extended with a Sculpture Workshop in order to build sculptures. unlike the main Builder's Workshop, the goods are taken first to the Sculpture Workshop; where the sculpture is constructed, then moved to the construction site to be installed.

The Builders Workshop can employ up to 3 villagers, but an additional villager must be employed to manage each linked Sculpture Workshop.
Iron Mine

you need to send your bailiff out on a prospecting mission and he will unlock the mining area to mine marble and iron.

The **Iron Mine** is one of the buildings in *Foundation*.
Assigned villagers will work as miners and produce Iron Ore. Building the mine is done by clicking on a prospected resource within your boundaries.
Stonecutter Camp

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

**Stonecutter Camp** is one of the buildings in *Foundation*. It is one of the first buildings available after constructing the initial Builder's Workshop and will reduce the desirability of the surrounding area.

Once placed, the Stonecutter Camp will extract Stone from the nearest stone deposit that has been marked for extraction to the camp. Each camp can employ up to 5 stone cutters, who have theoretical maximum of 2 stone a day, a maximum of 10 stone for a fully employed camp. Between each extraction of stone, it must be placed in the camp by the stone cutter before another unit can be extracted.

From the camp, builders or transporters will collect the stone and transport it to a construction site or their designated Warehouse.
Berries

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

****Berries**** are gathered from bushes marked with an extraction zone by workers from a Gathering Camp.

They can be sold at a market to satisfy villagers need for food.

Furthermore they can be traded for gold.

Bushes grow in clusters of five, although sometimes multiple clusters can be found in an area. Each bush has a set regeneration rate. One cluster of bushes can keep up with a fully staffed gathering camp placed right next to it. However two huts will overwhelm it and it will spend part of the time bare of berries, wasting your forager's time.

Berries are sold at the Market using the Food Stall for 9 gold.

Some research indicates 5 bushes provides 190-200 berries per month, and so can sustain 45-47 villagers
Polymorph Games

**Polymorph Games** is a videogame company based in Quebec City, Canada, founded in February 2016 by two veteran game developers. Our mission is to deliver immersive City Building experiences for PC and consoles platforms. The company is well known for its work for videogame companies like Eidos Montreal and others.

They are currently working on Foundation.

## Team

**Philippe Dion**
Co-Founder, Creative Director
**Léo Carnaut-Delord**
Co-Founder, Technical Director
**Vincent Longpré**
3d Artist
Service Branch

A Service Branch is an area of specialization that your enlisted crew will grow into and officers can be promoted from. Officers and enlisted are not part of a service branch however they will have their own distinct uniforms and colors.

* **Astrogation** which includes helm, navigation, and sensor operations.
* **Engineer** which includes engines, repair, and power operations.
* **Medical** which contains medical services.
* **Science** which includes laboratory research, communications, and shield operations.
* **Security** which includes both marines and small craft pilots.
* **Weapons** which contains gunnery and weapons control.

A given room on the ship will be geared towards one or more service branches and the specialists of that service branch along with the generic enlisted crew members will operate the stations of that room.
Labor Panel

This panel is opened by clicking the Labor mini info bar  in the top tool bar of the game. The Labor Panel gives access to unlock buildings related to labor. Certain requirements are needed to meet of the 4 different levels.

* 10 Serfs and 0  (splendor), and unlocks the Warehouse.
* 20 serfs and 2  unlocks the Fisher's hut, Lord Manor, and Hedge
* 20 Commoners and 20 unlocks Lord Manor: Stone Set, Bailiff Office, Trade Bonus, Tavern, Tavern Wall, Tavern: Stone Set
* 10 Citizens and 50 unlocks the Tax Office

As you can see in the example image, requirements that are met are shown in green and unmet requirements for each level are shown in red. The village in this example must have 20+ serfs and 0 prestige.

Some unlocks require your labor be at a certain level as well. This is noted to the right of each unlock.
System requirements

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

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

## Recommended requirements

Requires a 64-bit processor and operating system

OS: Windows 7 Service Pack 1 or newer (64 bit)

Processor: 3.2 GHz Quad Core Processor

Memory: 8 GB RAM

Graphics: GTX 1060

## Minimum requirements

Requires a 64-bit processor and operating system

OS: Windows 7 Service Pack 1 or newer (64 bit)

Processor: 3 GHz Dual Core Processor

Memory: 4 GB RAM

Graphics: GTX 660 / R7 370 - 3 GB Video Memory

Additional Notes: OpenGL 4.3

## See also

* Quick Start
* Release date
* Steam Store
Gold Bars

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

*This article is about the Gold resource. For the currency, see Gold Coins.*

**Gold Bars** is a resource in Foundation, generally obtained late-game. At every stage of the production chain, it is stored in the Warehouse.

**Gold Ore** is a raw resource mined in properly-inspected Gold quarries. It can be smelted using coal at a Gold Smelter to produce Gold Bars,

**Gold** can be used for building certain masterpieces and producing jewelry.
Boar

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

****Boar**** is one of the foods in *Foundation*.

It is sold at the Market using the Food Stall for Gold (20).

Hunters at the hunter's hut will hunt boar in assigned hunting zones. Important: a hunting zone needs to always be in a forested area to work.
Trees

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

There are different **Trees** available within *Foundation*.

Usually when talking about trees the "regular" trees for producing Wood are meant, but there are also decorative trees available in the game.

## Regular trees

These are the trees already available on the map from the beginning. They can be chopped down by workers from the woodcutter camp when located in an extraction zone to produce wood.

Player can also plant tree with Forester Camp and Reforestation Paint. There are currently 4 type of tree you can plant: Oak, Poplar, Pine and Sycamore.

## Decorative trees

These trees are only available as decorations. They can be built like a building or even a part of it, e.g. the decorative trees from the Lord Manor.
They also help in "beautifying" your village. If you put them right by a Serfs house, it will help the Serfs house upgrading to a Commoners house.
Officinal Garden Masterpiece

This masterpiece unlocks when you reach a number of 10 wounded troops.

* 10 wounded troops.

Can be placed as a standalone building or by editing an existing monument.

Effects: Soldier recovery speed is increased by 2.

Condition: Maximum number of decorative parts (Excluding Masterpiece Parts): 2

One of the Masterpieces in the game.
Goods

A list of goods available to be produced in Foundation.

This list does not encompasses food or mods.

Raw Goods

* Wood
* Stone
* Wool
* Wheat
* Iron Ore
* Grapes
* Hops
* Honey
* Herbs

Goods made from raw goods

* Planks
* Polished Stone
* Cloth
* Flour
* Coal

Goods made from a combination of goods, or secondary goods

* Common Clothes
* Iron
* Tools
* Weapons
* Barrel
* Beer
* Wine
Unknown Blueprint

## Usage

Unknown Blueprints can be used to unlock new kinds of buildings.

## Location

Unknown blueprints can be received as a reward with an 80% chance for successfully completing the 3rd stage of an **Extremely Difficult** Military Mission.

## Studying

Unknown Blueprints need to be studied before the new building is unlocked. This is done in any expansion in the Lord hall where the Study Room function has been assigned with an assigned Scholar.
(in the current version of the game, 1.6.20.0814, the Scholar has been replaced with the Bailiff). Unknown Blueprints are one time use only. After all 3 buildings have been unlocked, additional Unknown Blueprints received as rewards will not be usable.

If you have the Bailiff Office the Bailiff can study the Blueprint

Unsure if this is a bug or intentional.

## Possible Buildings

* Knight Statue
* Roman Church
* Legacy Rustic Church
Foundation Wiki

Welcome to the official Foundation Wiki!Welcome to the official Foundation Wiki!
The ***Foundation*** guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Foundation*
***Foundation*** is a grid-less, sprawling medieval city building simulation with a heavy focus on organic development, monument construction and resource management.

The game features in-depth resource management akin to the Anno (Dawn of Discovery) series, expertly mixed with city building elements from Settlers, SimCity, and Pharaoh all topped with narrative encounters inspired by Crusader Kings II to create the ultimate medieval ant-farm simulation.

[Read more...]

Version

**1.9.4.6.0529**

Featured Buildings
Woodcutter Camp

Sawmill

Stonecutter Camp

Wheat Farm

Gathering Camp

Windmill

Bakery

Church

Content
Events
Keybindings
Labor Panel
Q&A
Quests
Scenarios
Trees
Villagers

Trailer

Changes for the main page can be proposed here.
Shrine Masterpiece

Can be placed as a standalone Masterpiece or as an extension to another building. This Masterpiece unlocks when you promote a Monk into a Prior.

Benefits:

Effects: A pilgrim will visit the shrine and might join your village.

Conditions could be various:

* None
* Must be part of the building containing the Great Hall.

One of the Masterpieces in the game.
Wood

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

****Wood**** is one of the goods in *Foundation*.

It is produced by the Lumber Camp by chopping down any type of tree in a designated extraction zone.

Trees can be replanted using the Forester Camp, assign a forester and set a Reforestation Zone.

It is used as a raw material and a construction material.
Hunter's hut

The **Hunter's hut** is a late game building that produces Boar. Before you can produce these products you need to zone an area as 'Hunting Zone'.

Boar can then be sold at a Market in a Food Stall or be combined with Cheese in a Tavern to make a Meal.

The **Hunter's hut** becomes unlockable by having **20** commoners and reaching **15** Influence and costs **3** Splendor points to unlock. This is all VERY OUT OF DATE
Weapons

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

Weapons are one of the goods in Foundation.

They can be obtained via trading in the early game, or produced after you have unblocked the weaponsmith.

In order to successfully complete a military mission, your soldiers must be trained and be equipped with a weapon.
Bailiff

Works at a Lord Manor at a Bailiff Office. Provides a bonus and can fulfill various mandates for the village. Bailiff i s one of the many jobs.

Weekly Salary of Gold Coins (5)

## Bonuses

After nominate a villager to Bailiff, you can choose from theses possible bonuses:

* Trade Bonus
* Increase job learning speed
* Increase soldier training speed

Note that the bonus percentage based on size of Bailiff's Office

## Missions

* Start a diplomatic mission to gain influence of the chosen estates.
* Prospects mineral deposits
* Study Unknown Blueprints to unlock new kinds of buildings.
Automated Fountain Masterpiece

Can be placed as a standalone building.

Effects: Significantly increases the residential desirability of the area

Conditions: (are randomly selected from different conditions, the following are examples)

- Has to be placed close to a river (or the sea).

- Has to be above all other buildings.

One of the Masterpieces in the game.
Scenarios

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

**Scenarios in Foundation**

Scenarios are optional emergent narrative elements that trigger dynamically based on the players actions. Foundation will contain a range of scenarios to mix up gameplay and give the players additional challenges. This will add to the diversity and replayability of the game. Scenarios will announce themselves in-game through quests and the player can choose to trigger or avert the scenario.

In fancy techno-babble a feature like Scenarios is "ludo-narrative gameplay". This means that through playing the game the player creates a story. Scenarios acknowledge and fleshes out these stories while offering an additional challenges by mixing-up game mechanics.

**What kind of Scenarios will there be**

Scenarios will be very diverse. At first we mainly wanted to offer a new challenge to experienced players. But over the course of the game development this feature evolved into a vessel for our own role-playing fantasies.
We do not want to disclose the exact amount and nature of the scenarios as they should be discovered while playing foundation. But it always revolves around the King, the Church, the people, your family, nature itself or a combination thereof.
Some Scenarios will shape your entire settlement others are more like an Easter Egg. But they will all not only contain intriguing narratives for the player to live experience but also challenge the players grasp of the games mechanics.

**When will Scenarios be available**

Since our employees are all encouraged to write stories and participate in the creation of meaningful and intriguing scenarios this feature will only be available on launch. Some mechanics are already being tested in the Open Alpha but we want to make sure that the Scenarios are as fun and engaging as they are for us to create.

## Related

* Quests
* Events
House

A **House** is one of the Buildings in Foundation. These cannot be built by the player and their construction is spontaneous, determined by demand, desirability and the availability of space as zoned using the Residential Development Zone tool. All 4 requirements; demand, desirability, builder availability and zoning must be met before new housing will be constructed

## Demand

Every new villager to your village needs a place to stay. If sufficient housing is not already available a citizen will commission a new house by selecting a building site and recruiting a builder. A builder and sufficient materials must be available before the house can be constructed.

## Zoning

Houses can only be built in Residential Development Zones

## Desirability

New houses will only be built in Residential Zones where the desirability is average or higher. You can check an area's desirability by activating the residential zoning tool. Green areas have average or higher desirability. A market can bring a zone's level of desirability up to average. Additional buildings, such as a well or a church nearby will increase the area's desirability. You can also increase the desirability by planting things like decorative bushes and trees.

## Housing Level and Density

For your villagers to reach the next level, they need to upgrade their house to the next level. For this upgrade building material is needed:

 2 | Planks (10)

Housing density determines how many citizens can reside in each. Density 1 can house two citizens, while Density 2 can house six.
Keybindings

**Keybindings** and controls in the game.

## Camera Controls

**A** - Strafe camera left

**D** - Strafe camera right

**W** - Move camera forward

**S** - Move camera backward

**Q** - Rotate camera left

**E** - Rotate camera right

**R** - Tilt camera up

**F** - Tilt camera down

**MMB/MB3** - Pan camera around in the direction of mouse movement

**Ctrl + MMB/MB3** - Move camera around in the direction of mouse movement

**Mouse Wheel Up** - Zoom in

**Mouse Wheel Down** - Zoom Out

**Ctrl + U** - Show/Hide GUI

## Interface Controls

**Esc** - Close active panel and switch focus to the next recently used panel

**Backspace** - Close all panels

**Space** - Pauses game speed

**+** - Speed up game speed

**-** - Slow down game speed

## Building Placement

**Mouse movement** - Locate

**LMB** - Place building

**Ctrl** **+ mouse movement** - Rotate building

## Modular Building

**LMB/MB1** - Place component

**Ctrl + mouse movement** - Rotate component

**RMB/MB2** - Remove component

**Hover  + Drag** - Set height component

## Zoning Tool

**LMB/MB1** - Define Zone

**RMB/MB2** - Undefine Zone

**Ctrl + Mouse Wheel** - Increase/Decrease brush size
Foundation Wiki/editcopy

Welcome to the official Foundation Wiki!Welcome to the official Foundation Wiki!
The ***Foundation*** guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Foundation*
***Foundation*** is a grid-less, sprawling medieval city building simulation with a heavy focus on organic development, monument construction and resource management.

The game features in-depth resource management akin to the Anno (Dawn of Discovery) series, expertly mixed with city building elements from Settlers, SimCity, and Pharaoh all topped with narrative encounters inspired by Crusader Kings II to create the ultimate medieval ant-farm simulation.

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Version

**1.9.4.6.0529**

Featured Buildings
Woodcutter Camp

Sawmill

Stonecutter Camp

Wheat Farm

Gathering Camp

Windmill

Bakery

Church

Content
Events
Keybindings
Labor Panel
Q&A
Quests
Scenarios
Trees
Villagers

Trailer
Lumber Camp/ru

Reason: "*This is an English Wiki - the following russian text should go into the russian wiki instead*"

**This page is a candidate for deletion.**
Reason: "*This is an English Wiki - the following russian text should go into the russian wiki instead*"

Лагерь лесорубов

Один из первых и важных строений в Foundation.

Назначенные на данную постройку жители вырубают на обозначенной зоне (Зона добычи) деревья и производят дерево.

Дерево является важным материалом для постройки других зданий, а также для создания других материалов (Доски)
Glass

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

****Glass**** is used as a resource for building certain Buildings in *Foundation*.

In the current alpha (1.6.27.1223) it is only used to make Stained Glass Windows for the Church building and for constructing some Monastery parts. **Glass** can be obtained by from a Glass Smelter (for 6 Quartz and 3 Coal).
Bakery

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

The **Bakery** is one of the buildings in *Foundation*.

Assigned villagers will work as bakers and produce Bread from Flour and Water.

Flour is obtained from a windmill and water from the nearest Well. They are consumed at a 1:1 ratio to provide four loaves.
Bread

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

**Bread** is produced from Flour and Water in the Bakery.

Bread is one of the food sources that is purchased by villagers through a Market using the Food Stall option.

Bread is sold at the Market using the Food Stall for 12 Gold.

It can be traded for Gold.
Jobs

Each villager can be assigned a job to do certain tasks.

## List of jobs

* Bailiff - Works at the Bailiff
* Baker - Works at a Bakery
* Bartender - Works at a Tavern
* Bee Keeper - Works at an Apiary
* Blacksmith - Works at a Blacksmith or a Weaponsmith
* Brewer - Works at a Brewery
* Builder - Works at any building site
* Carpenter - Works at a Sawmill
* Charcoal Burner - Works at a Coal Hut
* Cheesemaker - Works at a Cheesemaker
* Cook - Works at a Tavern
* Cooper - Works at a Cooperage
* Farmer - Works at a Wheat Farm or a Dairy Farm
* Fisherman - Works at a Fisher's Hut
* Forager - Works at a Gathering camp
* Forester - Works at Forester Camp
* Herbalist - Works at a Herb Garden
* Hopgrower - Works at a Hop Farm
* Hunter - Works at the Hunter's Hut
* Iron Smelter - Works at an Iron Smelter
* Market Tender - Works at a Market
* Miller - Works at a Windmill
* Miner - Works at an Iron Mine
* Monk - Works at the Monastery
* Nun - Works at the Monastery
* Shepherd - Works at Sheep Farm
* Soldier - Works at a Wooden Keep and Lord Manor
* Stone Cutter - Works at a Stonecutter camp
* Stone Mason - Works at a Stonemason Hut
* Tailor - Works at the Tailor's Workshop
* Tax Collector - Works at the Tax Office
* Transporter - Works at a Warehouse or Granary
* Unemployed - Not currently working
* Vinegrower - Works at a Vineyard at the Monastery
* Vintner - Works at a Winery at the Monastery
* Weaver - Works at the Weaver Hut
* Woodcutter - Works at a Lumber Camp
Blacksmith

The **Blacksmith** is a building in *Foundation*.

up to two villagers can be assigned to work as blacksmiths and will craft Tools (1) from Iron (1) and Coal (1). When completed, the Tools will be sent to a Warehouse with available capacity.

Once placed, the Blacksmith will reduce the Residential desirability of the surrounding area to low.
Wooden Gate

The ****Wooden Gate**** is one of the starting buildings in *Foundation*. It's used as a decorative entrance for villagers to pass your walls.

This building works best when it's combined with the Wooden Wall.

The building can be found under the tab **'General'** in the **'Public Building Menu'** and is free to build.

**NOTE:** This building doesn't get build by villagers but is created instantly
Дерево

Reason: "*This is an English Wiki - the following russian text should go into the russian wiki instead*"

**This page is a candidate for deletion.**
Reason: "*This is an English Wiki - the following russian text should go into the russian wiki instead*"

**Дерево**

**Дерево** один из первых важных ресурсов в Foundation.

Этот ресурс добывается в Лагерь лесорубов где работники рубят дерево в отмеченной Зона добычи.

Деревья заново высаживают в здании Домик лесничего, где позднее он превращается в Лес и отмечается зоной Зона посадки.

это самый используемый материал для созданий других ресурсов, а также главный строительный материал.
ru:Дерево
Fountain Sculpture Masterpiece

The **Fountain Sculpture Masterpiece** is a masterpiece in *Foundation*

## Description

A monument that is obtained after surviving bad weather with little to no starvation. It requires a Sculpture Workshop and two quarries: one for marble and one for gold; alternatively, gold can be obtained from trading. Once constructed the maintenance cost for the building is reduced by 50%. This bonus is only applied to the sub-building. Not the entire monument.

The monument itself can build as a standalone building or into an existing modular building such as the Lord Manor or Monastery.
Tavern

The **Tavern** is a mid-game monument Buildings in *Foundation*.

Assigned villagers will work as cooks or bartenders. Cooks need Boar and Cheese to produce Meal. Bartenders sell Wine and Beer.
You can assign different functions to different parts of the building: the Service Counter is where you assign bartenders, the Kitchen is where you assign cooks. You can also designate an area as a Public Lounge, which increases the number of Villagers who can hang out there at any given time.

### Components

This section contains information about each part of the building.
Alvaro's Portal

**Alvaro's portal** is a teleporter which is found in the main chamber of the Salamandra base at the end of Chapter III, during The Unforgiven. It must be activated using a power stone to allow reinforcements from the witcher's allies to come through and aid him during the battle which takes place at the base.

Yaevinn mentions that the portal was built by his kin, making it of elven origin, something which is also confirmed if Geralt chooses to side with the Order. In that scenario, Siegfried blusters on about using such a device as it is clearly of *evil* elven origin.

## Associated quests

* The Unforgiven
* Wanted
Legacy Rustic Church

**Legacy Rustic Church** is a monument unlocked via studying Unknown Blueprints by the Bailiff. It provides Faith to Villagers.

Costs of upkeep along with capacity of its parts render it a significant upgrade from the basic Rustic Church, allowing to serve more villagers for less money spent. Its look is inspired by Scandinavian churches/temples. Parts are available in two themes: Light and Dark.

## Components

This table contains all components available for the construction of the Legacy Rustic Church.
Prosperity

**Prosperity** is a measure of the village's success.

A high prosperity will help unlock new content in the Common Path and each Estate progression page.

It is impacted by multiple factors listed in the Book.

## Factors

* Trade balance x 0.05 pt
* Market balance x 0.05 pt
* Tavern balance x 0.05 pt
* Territory balance x 0.05 pt
 Territory
 Commerce
* Myddle trade level x 10.00 pts
 Population
 Splendor
 Beautification
Infantry

There will be at least three types of Infantry (also know as Troopers or Boarding Parties) in the Mandate..

Light, Medium & Heavy. There are also specialist units such as hackers and infiltrators, but it is unknown if these are types of light Troopers or are a separate category in themselves.

**Light Armour Models**

**Medium Armour Models**

**Heavy Armour Models**
Builder

Builder is a jobs type in Foundation. Builder require a Builder's Workshop to acquire stuff before building.

Builder will build buildings across the map. One of many jobs.

The higher the level, the faster it builds.

Builder will only contribute a portion of the building progress then onto "free time", left other builder to finish the job afterward.

Some times 2 builder will be called to site instead of 1.
Lumber Camp

The **Lumber Camp** is used to chop down trees and get Wood .

It is unlocked upon constructing the first Builder's Workshop and reduces the desirability of the surrounding area.

## About

The camp employs up to three Wood Cutters who chops down trees for wood within the closest extraction area.

Unlike other resources, trees do not remain in place after being chopped down, causing the available resource to head further out; this can be countered with a Forester Camp, by placing a reforestation zone over the extraction zone.

Once resources are in the camp a builder or transporter will collect the wood and deliver it to a construction site or their assigned Warehouse.

## Trivia

* It is one of the first buildings available in the game.
Sculpture Workshop

The **Sculpture Workshop** is an extension of the Builder's Workshop, that enables the construction of sculptures. For each extension added to the Builder's Workshop, a builder must be assigned. This building is critical for the construction of monuments, which aside from base materials require a sculpture to be built and brought to the site.
Warehouse

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

The **Warehouse** is one of the buildings in *Foundation*. It becomes available to after obtaining 10 serfs and spending 1 labor influence.

The warehouse will store various part processed, processed and unprocessed materials for use by buildings. Each warehouse can store 100 of each product in a storage slot up to 400 items. Each slot is assigned manually and once a slot has been filled, goods will not overflow into the next available slot. Each warehouse can employ 4 transporters to move goods from production buildings to storage. Goods stored in warehouses can be used for trading and quests.

Each slot has 4 menu items:

The red X ("Refuse") means the good won't be accepted into the Warehouse

The green check mark ("Accept") makes it so the transporter gets the goods from the producer (ie Lumber Camp, Blacksmith...etc)

The green up arrow ("Stock Maximum") makes it so the transporter gets the goods from any other Warehouse (with items not marked as Stock Maximum) instead of from the producer in order to try to fill the slot and keep it full.

The red down arrow ("Empty Stock") slowly empties all stock of that item, and does not accept anymore of that item.
Forester Camp

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

The **Forester Camp** is one of the first buildings in *Foundation*. It becomes available after building the first Builder's Workshop.

Once placed, the employed Forester will plant trees at the nearest reforestation zone. There are 4 type of tree to select from: oak, poplar, pine and sycamore. Once planted, the trees will regrow in 2 weeks. Once the reforestation zone is fully replaneted, the forester will move on to the next zone.

Overlaying the reforestation zone with an extraction will ensure a constant supply of wood in an area for harvesting.
Manor House

**Manor House** is an Administration building.

It is unlocked upon reaching 12 villagers.

Aside from improving the desirability of the surrounding area and the Labor Splendor of the village, each section can be configured for one of three purposes:

* Treasury - Extends maximum gold coins by 30 per room.
* Great Hall - Designates the building as the point of arrival for monks and envoys from other cities. Also allows for the promotion of villages on the 1st of the month.
* Bailiff's Office - Allows for the appointment of a bailiff.
* Tax Office - Allows for the collection of taxes, extending the village's income.

Due to the building being modularly constructed, the number of rooms is flexible and can be extended in the future if desired.

## Components

At the absolute minimum, the Lord Manor must consist of a core and a door. At 20 Commoners and 20 Labor Splendor the stone set can be unlocked for labor influence tokens/. I addition to the standard components, the Automated Fountain Masterpiece, Mother and Child Stained Glass and King And Monk Stained Glass master pieces can also be installed.
Giant Gate Masterpiece

File:Giant Gate Masterpiece.png
This masterpiece is unlocked by promoting 6 **soldiers** to **Knight**.

It has no optional effect and is therefor only for decorative purposes.

It can be built to unlock the 'A Gateway to Greatness' achievement.

Effects: None

Condition: None

This is one of the Masterpieces in the game.
Events

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

**Events** are part of Foundation and they can be exported and imported by other players. They are similar to Quests although they are either more random happening, or something linked to a certain scenario.

Currently, a common event is one that requires you to deliver a certain amount of goods to an entity of your choosing: The King, The Magistrate, or Your People. Completing the event successfully will reward you with a resource appropriate to the entity, and failure will remove a small amount of that resource. To complete a delivery event, set a stockpile slot to accept the delivery goods. When the requisite amount is in the stockpile, the red "X" button next to the event will turn green, and clicking it will complete the delivery.

## List of events

 Deliver Fish
 Deliver Bread

## Related

* Buildings
* Characters
* Quests
* Scenarios
Villagers/pl

Reason: "*This is an English Wiki - the following polish text should go into the polish wiki instead*"

**This page is a candidate for deletion.**
Reason: "*This is an English Wiki - the following polish text should go into the polish wiki instead*"
**Mieszkańcy** są częścią Foundation i zamieszkują różne Budynki.

Jest kilka rodzajów mieszkańców:

1. Przybysz
2. Chłop
3. Plebejusz
4. Obywatel
5. Burżuj

Każdy z nich ma różne potrzeby.

Woda
Chata (poziomu 1)
 Chłop
Wiara
Chata (poziomu 2)
Chata (poziomu 3)

## Powiązane

* Zawody

en:Citizens
Masterpiece

Masterpieces are special buildings. They will be unlocked when the "unlock condition" is met.

A bonus will be provided if the "specified conditions" are met after construction. This is visible when placing/building the item. For instance if a Masterpiece has to be close to a river, that condtion will turn green when met. Or surrounded by forest (as a percentage) it shows 94%/100% in green, then that's sufficient to get the bonus.

Masterpieces can be built alone or in a complex.

* Officinal Garden Masterpiece
* Fountain Sculpture Masterpiece
* Majestic Stained Glass Masterpiece
* Automated Fountain Masterpiece
* Lush Garden Masterpiece
* Knight Statue Masterpiece
* Shrine Masterpiece
* Gem Encrusted Cross Masterpiece
* Giant Gate Masterpiece