recursal/Fanatic-Fandom huggingface dataset:
Building:Trading port

## Description

The port is your gateway to the world.  Here you can hire trade ships and ready them for long journeys.  You can also receive precious goods from places far away.  Larger trading ports can load ships faster.

See also: Common Ship Questions and Trading
Notes:
* If a player has completed the research topic Dry-Dock, he can now choose whether he wants to add a shipyard or a second **trading port** to the second water building ground.
* A second trading port will **increase** loading speeds.

## Screen options

* Primary Screen Options
* Secondary Screen Options

## Garrison limit

Main article: Garrison Limit
The **Trading port** contributes to your Sea Garrison Limit.

Every level of the trading port provides **+25** spaces for your ships.
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

50
,
400

23

×

1.15
Level

−
1
,
512

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{50,400}{23} \times 1.15^\text{Level} - 1,512\right \rbrack }}

Level 1 does **not** follow this formula, as its build time was shortened by **9 minutes 48 seconds (588s)**
when it was added to the in-game tutorial.

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

16
,
800
×

(

1.15
Level

−

1

)

−
1
,
512
×
Level

]

−
588

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 16,800 \times \left (\ 1.15^\text{Level} -\ 1\ \right ) - 1,512 \times \text{Level}\right \rbrack - 588}}

Level 1 **does** follow this formula.
For information about the coefficients of formulas: see Construction Time

Due to the large number of templates used to display the information on this building, we are breaking this building's expansion levels down into groups of 5, instead of the normal grouping of 10.

* 0-5
* 6-10
* 11-15
* 16-20
* 21-25
* 26-30
* 31-35
* 36-40
* 41-45
* 46-48
Building:Town hall/36-40

###  Notes:

1. ↑ A storage cap is the highest level possible this building.
No further upgrades are possible because the next level will exceed the
towns maximum storage capacity of **2,562,500** of each of the resources,
**without** using ambrosia   to **double** the amount of storage.
2. ↑ A hard cap is the highest level possible for this building.
No further upgrades are possible because the upgrade button has been removed.
Ana Sayfa/Uluslararası

Bu sayfada, **vikiarası bağlantı** sistemi aracılığıyla bu vikiye bağlanan farklı dillerdeki tüm Ikariam vikiler listelenir.

Şablon:BaşlıkA

Bu viki is the Türkçe Ikariam vikisidir

Şu anda bu dillerde aşağıdaki Ikariam vikilerine bağlıyız:

Şablon:Sütunbaşlangıç
1. ar: (Arapça / العربية)
2. bg: (Bulgarca / български)
3. de: (Almanca / Deutsch)
4. el: (Yunanca / Ελληνικά)
5. en: (İngilizce / English)
6. es: (İspanyolca / español)
7. fi: (Fince / suomi)
8. fr: (Fransızca / français)
9. he: (İbranice / עברית)
10. hu: (Macarca / magyar)
11. it: (İtalyanca / italiano)
12. nl: (Felemenkçe / Nederlands)
13. pl: (Lehçe / polski)
14. pt: (Portekizce - Portekiz / português)
15. pt-br: (português - Brezilya / português do Brasil)
16. ro: (Rumence / română)
17. ru: (Rusça / русский)
18. sr: (Sırpça / српски / srpski)
19. sv: (İsveççe / svenska)
20. vi: (Vietnamca / Tiếng Việt)
21. zh: (Çince - basitleştirilmiş / 中文)
22. zh-hant: (Çince - geleneksel / 中文（繁體）)

Şablon:Sütunbitiş
* Bu vikilere Şablon:Ş şablonunu kullanarak bağlantı kurmalısınız (**sayfa adı** boşsa, vikinin *Ana Sayfa* varsayılanı olur). Şablon vikiarası dil etiketlerini sayfaya otomatik olarak ekleyecektir.
* Lütfen `[[dil-etiket:]]` veya `[[dil-etiket:PAGENAME]]` dil etiketini eklemeyin, diğer wikilere bağlantı vermek için genellikle maddelerin/sayfaların altına yerleştirilir; bunun yerine Şablon:Ş kullanın.
* **Not**: Bir madde/sayfanın üzerinde zaten vikiarası bağlantıları varsa, lütfen vikiarası bağlantılarındaki dil etiketlerini kullanarak Şablon:Ş şablonunu ekleyin ve ardından vikiarası bağlantılarını **KALDIRIN**.
Building:Alchemist's Tower

## Description

When the wind blows west, a smell fills the streets around the tower and many a citizen doesn't leave the house without a peg on their nose.  Our alchemists work restlessly on finding the perfect mixture and take care that we can get even more sulphur out of the pit.

Note:
* Every level of the **Alchemist's Tower** increases Sulphur (Sulfur)  production by **2%** per expansion, *only* in the town it is built.

For more information: see Research

## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

72
,
000

11

×

1.1
Level

−
6
,
120

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{72,000}{11} \times 1.1^\text{Level} - 6,120\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

72
,
000
×

(

1.1
Level

−

1

)

−
6
,
120
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 72,000 \times \left (\ 1.1^\text{Level} -\ 1\ \right ) - 6,120 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

<tabview>
Template:ResourceIncrease/1-10|1-10
Template:ResourceIncrease/11-20|11-20
Template:ResourceIncrease/21-30|21-30
Template:ResourceIncrease/31-32|31-32
Building:Embassy

## Building Information

The **Embassy** is a busy place: Diplomats from all over the world negotiate contracts here, forge treaties and found alliances. In order to get a larger alliance you need to upgrade your Embassy. Also, every level of your Embassy increases your diplomacy points.

* All Embassies give **1** diplomacy point per level, except for **Level 1** which gives **3** diplomacy points.
* You are able to found an alliance with 3 diplomacy points (*not* a Level 3 **Embassy**).
* A player cannot remove the last Embassy built. After joining an alliance, one must maintain at least one Embassy. To move or remove an Embassy from one city, another must be built elsewhere first.

For more info on the usage of embassies: see Treaties
## Additional menu options, by Alliance ranks

Main article: Alliance
Alliance members that have the special ranks of Leader, General, Home Secretary or Diplomat will have additional options in the small floating window.

## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

96
,
000

7

×

1.05
Level

−
10
,
080

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{96,000}{7} \times 1.05 ^ \text{Level} - 10,080 \right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

288
,
000
×

(

1.05
Level

−

1

)

−
10
,
080
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 288,000 \times \left (\ 1.05^\text{Level} -\ 1\ \right )\ - 10,080 \times \text{Level}\ \right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1-10
* 11-20
* 21-30
* 31-32
Temple of Hermes

## Description

**Hermes**, God of traveling salesmen and of transport, cannot stand the sight of stationary ships and unused goods. He fulfills your salesmen's wishes to get to places faster by giving dockworkers superhuman powers. This means that every ship only has to spend a fraction of the normal time loading its cargo at the harbour.

## Effects

 2
 3
 4
 5
Saw mill/49-51

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Saw mill/25-27

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Building:Stonemason

## Description

A trained stonemason always quarries the right blocks of marble with his strong arms.  He breaks less and our builders always have the material they need.

Note:
* Every level of the Stonemason increases Marble   production by **2%** per expansion (*only* in the town it is built).

For more information: see Research

## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

72
,
000

11

×

1.1
Level

−
6
,
120

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{72,000}{11} \times 1.1^\text{Level} - 6,120\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

72
,
000
×

(

1.1
Level

−

1

)

−
6
,
120
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 72,000 \times \left (\ 1.1^\text{Level} -\ 1\ \right ) - 6,120 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

<tabview>
Template:ResourceIncrease/1-10|1-10
Template:ResourceIncrease/11-20|11-20
Template:ResourceIncrease/21-30|21-30
Template:ResourceIncrease/31-32|31-32
Building:Palace

1,250 ,  9.000  and 40 for each colony you may establish

## Building Information

For related content: see Colonization and Corruption
The **Palace** is an excellent place to lead your empire into the future! It also provides a gorgeous view onto the sea. Every expansion of your capital's palace allows you to set up a further colony and the prospect of another luxury good to harvest.

* The Palace is a separate building from the Town hall. You must research Expansion ( Seafaring ) before you may build it.
* You can only have **one** Palace. You must build Governor's Residences in your colonies to control corruption.

## Special notes:

* If you move your Capital by converting a Governor's Residence into a Palace, the Palace that was in your original Capital will be **completely destroyed**!
	+ You will have to build a Governor's Residence, in place of the destroyed Palace and back up to the same level that the Palace was in order to get the corruption back down to 0.
* Corruption may increase in your Palace and/or Colonies because of certain governments. To prevent this from occurring, simply upgrade your Palace and/or Governor's residence up one additional level.
	+ This will not work if these buildings are already at level 11, as this is their hard cap or maximum level that can be built.

## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

11
,
520
×

1.4
Level

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack 11,520 \times 1.4 ^ \text{Level} \right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

40
,
320
×

(

1.4
Level

−

1

)

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 40,320 \times \left (\ 1.4^\text{Level} -\ 1\ \right ) \right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 0-4
* 5-8
* 9-12
Sparda Alastor

45 (Blue Rose)

58 (The Wolf)

Vergil Alastor (Youngest son)

Ivelisse Relevart (Childhood best friend)

Asmodeus Drago (Best friend)

Elise Relevart (Daughter-in-law)

Katherine Relevart (Granddaughter)

Nero Alastor (Grandson)

Legendary Dark Knight

"*{{{1}}}*"
―{{{2}}}

## Personality

Young Sparda is cocky and is a downright flirty ladies man. He's known to flirt with many girls except when he's in a committed relationship with Eva. Once dating her, he refrains from making comments and is a complete gentleman.

Sparda from previous lives he's lived were ruthless on and off the battlefield but meeting Eva on the battlefield had him sparing her. The two fell in love and he became the Sparda he's known as now

Present day Sparda can be cynical but is much alike himself in his teenage years.
Buildings

## Description

**Buildings** are important in Ikariam, as they allow you to do may different tasks, increase your production or reduce some of the requirements for other buildings.

Listed below are buildings in which you can build in your town(s).  Some, may require  ,   or researches in order to be built.

See also: Town view, Guide to Building and Power Building
For the formulas used in the Construction Time: see Construction Time

* Standard Buildings
* Production Buildings
* Reduction Buildings
Building:Museum/21-24

###  Notes:

1. ↑ A storage cap is the highest level possible this building.
No further upgrades are possible because the next level will exceed the
towns maximum storage capacity of **2,562,500** of each of the resources,
**without** using ambrosia   to **double** the amount of storage.
2. ↑ A hard cap is the highest level possible for this building.
No further upgrades are possible because the upgrade button has been removed.
Building:Winegrower

## Description

A **Winegrower** only chooses the most sunny hills of the surrounding area to cover them with the comforting green of the vines.  That's how the vineyards produce full fruits that make for a much better harvest.

Note:
* Every level of the Winegrower increases Wine   production by **2%** per expansion (*only* in the town it is built).

For more information: see Research

## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

72
,
000

11

×

1.1
Level

−
6
,
120

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{72,000}{11} \times 1.1^\text{Level} - 6,120\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

72
,
000
×

(

1.1
Level

−

1

)

−
6
,
120
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 72,000 \times \left (\ 1.1^\text{Level} -\ 1\ \right ) - 6,120 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

<tabview>
Template:ResourceIncrease/1-10|1-10
Template:ResourceIncrease/11-20|11-20
Template:ResourceIncrease/21-30|21-30
Template:ResourceIncrease/31-32|31-32
Building:Hideout

## Building information

A wise leader always has a eye on both his allies and his enemies. The **Hideout** allows you to hire spies who are able to provide you with information from the inside of other towns. A larger hideout provides space for more spies.

## Spy recruitment

Recruiting spies costs  150  and 80 , as well as a short amount of time spent on training. Unlike military units, spies require no upkeep costs. However, like military units and ships, the higher level the hideout is the less time is used for training a spy.

## Use of spies

Once "activated" and sent on an espionage mission, the spy (for a fee) will try to infiltrate the target town. After the infiltration has been successful, the spy remains stationed in the target town, and can be assigned new orders, or recalled back to his original Hideout. While a spy is stationed in a foreign town you will be able to see the levels of all the infiltrated town's buildings. Seeing an enemy town's building levels after a spy infiltrates a town does not increase the risk at all.

Any trained spies, which have **not** been sent with espionage orders and remain in the **Hideout**, are working in **defense**, increasing the chance of failure of enemy's espionage missions on the town they are stationed in.

For related content: see Spy and Spying
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

96
,
000

7

×

1.05
Level

−
12
,
960

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{96,000}{7} \times 1.05 ^ \text{Level} - 12,960 \right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

288
,
000
×

(

1.05
Level

−

1

)

−
12
,
960
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 288,000 \times \left (\ 1.05^\text{Level} -\ 1\ \right ) - 12,960 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1-10
* 11-20
* 21-30
* 31-32
Building:Trading post/1-10

2. ↑ 2,0 2,1 Capacity = 400 \* (`Level`^2) **example**: level 9 ⇒ 400 \* (`9`^2) = 400 \* 81 = 32,400
3. ↑ 3,0 3,1 The capacity does **NOT** add to your warehouses storage ability. However, it does reduce the amount of resources available to that town. (**Example**: Warehouse capacity = 500 and you have a level 1 Trading post that holds 400 and you fill the Trading post to its maximum amount, then you will have only 100 resources available to the town.
4. ↑ 4,0 4,1 The resources in your Trading post that are above your warehouses maximum protection level are pillageable.
Buildings/Standard Buildings

## Standard Buildings

### Academy

 **Effect** | The larger the academy the more scientists you can employ at the same time.

### Barracks

 **Effect:** | When you upgrade your barracks, the troops are instructed faster and you may be able to instruct new types of troops.

### Black Market

 **Effect:** | Upgrading Black Market enables you to sell more types of units and reduce the tax rate for this trade.

### Dump

 **Effect** | **Allows:** Construction of Dump's

### Embassy

 **Effect:** | Every level of your embassy increases your diplomacy points. From **Level 1** on, you are able to found an alliance (it needs at least **3** diplomacy points)

### Governor's Residence

 **Effect:** | Every Level upgrade reduces the corruption of the colony it is in. Converting a Governor's Residence to a palace will destroy your original Palace.

### Hideout

 **Effect:** | A higher hideout level gives you a greater chance of a successful mission. It also gives you better protection from being spied and allows you to get more spies.

### Museum

 **Effect:** | Every upgrade of your museum allows you to show a further cultural good. It also gives a small bonus to satisfaction in the town.

### Palace

 **Effect:** | Every upgrade of your capital´s palace allows you to set up another colony. If you declare another town your capital the old Palace is destroyed. You will have to build the Governor's Residence from the ground up.

### Pirate Fortress

 **Effect:** | Upgrading the building allows access to more capture point missions and the raiding of towns further away.

### Sea Chart Archive

 **Effect:** | Reduces the travel time for all ships when traveling great distances.

### Shipyard

 **Effect:** | Allows building larger ship. Larger shipyards can also build the ships faster.

### Tavern

 **Effect:** | Every upgrade of your tavern allows you to serve more  .
It also gives a small bonus to satisfaction in the town.

### Temple

 **Effect:** | The larger the temple, the more priests you can employ at the same time.

### Town hall

 **Effect:** | 1. Every upgrade of your town hall allows you to increase your housing space
2. Every 4th level, upgraded, you will receive 1 more action point for that town. (**e.x.** level 4, 8, 12, 16, 20, **...**)

### Town wall

 **Effect:** | Larger walls have better armor, HP, and deal more damage to the attacker.

### Trading port

 **Effect:** | Larger trading ports can load ships faster.

### Trading post

 **Effect:** | Range to view other trading posts is increased with every odd numbered level. Capacity to sell is increased every upgrade.

### Warehouse

 **Effect:** | Upgrading your warehouse allows you to protect more supplies and to store more resources.

### Workshop

 **Effect:** | Every stage of improvement allows you to get more upgrades for troops and ships.
Saw mill/13-15

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Saw mill/37-39

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Crystal mine

## Description

There are large deposits of rock crystal lying under the hills surrounding your town. We can use it to make precious crystal glass!

## Crystal mine information

The **Crystal mine** allows you to gather  . Wood   is donated by members who have towns on the island to help upgrade the Crystal mine. The higher the level, the more citizens  can be allocated as workers to gather Crystal Glass  .

* Wealth (Economy) is needed before you can use the **Crystal mine** to gather Crystal Glass  .

* Helping Hands allows you to increase the number of workers by **50%** for an added **12.5%** production.

* A Optician decreases   costs by **1%** per level in the town it is built in.
* A Glassblower increases   production in the **Crystal mine** by **2%** per level in the town it is built in.

For uses of crystal glass  : see Crystal Glass
## Ikariam Plus options

Just below the slider bar you will see the following options:

\* The bonus from the Steam crystal drill option can be seen if you **mouse-over** the *resource production numbers* in the table below.
For other **Ikariam Plus** options: see Ikariam Plus
## Expansion details

Below are the costs to upgrade each level of the luxury resource on the {{{1}}} island.

**Note:** The time it takes to upgrade to the next level is determined by the following formula:

B
u
i
l
d

t
i
m
e

i
n

s
e
c
o
n
d
# s
(

14400
1

×

1.1

L
e
v
e
l

−
14400
)

{\displaystyle { Build ~time ~in ~seconds = ( \frac { 14400 } { 1 } \times 1.1 ^ { Level } - 14400 ) }}

r
o
u
n
d
e
d

t
o

t
h
e

n
e
a
r
e
s
t

w
h
o
l
e

s
e
c
o
n
d

{\displaystyle { ~rounded ~to ~the ~nearest ~whole ~second }}

Due to the large number of *templates* and *mouse-over tool-tips* used to display the information on this building, we are breaking this building's expansion levels down into groups of 3, instead of the normal grouping of 10.

* 13-15
* 16-18
* 19-21
* 22-24
* 25-27
* 28-30
* 31-33
* 34-36
* 37-39
* 40-42
* 46-48
* 49-51
* 52-54
* 55-57
* 58-60
Quarry

## Description

The old stone pit has a surprisingly huge amount of marble with a first class quality.

## Quarry information

The **Quarry** allows you to gather  . Wood   is donated by members who have towns on the island to help upgrade the Quarry. The higher the level, the more citizens  can be allocated as workers to gather marble  .

* Wealth (Economy) is needed before you can use the **Quarry** to gather marble  .
* Helping Hands allows you to increase the number of workers by **50%** for an added **12.5%** production.
* An Architect's Office decreases   costs by **1%** per level in the town it is built in.
* A Stonemason increases the base   production in the **Quarry** by **2%** per level in the town it is built in.
* A Helios Tower increases the base   production in the **Quarry** by **10%** on the island it is built, while it is active.

For uses of marble  : see Marble
## Ikariam Plus options

Just below the slider bar you will see the following options:

\* The bonus from the Steam hammer option can be seen if you **mouse-over** the *resource production numbers* in the table below.
For other **Ikariam Plus** options: see Ikariam Plus
## Expansion details

Below are the costs to upgrade each level of the luxury resource on the Marble island.

**Note:** The time it takes to upgrade to the next level is determined by the following formula:

B
u
i
l
d

t
i
m
e

i
n

s
e
c
o
n
d
# s
(

14400
1

×

1.1

L
e
v
e
l

−
14400
)

{\displaystyle { Build ~time ~in ~seconds = ( \frac { 14400 } { 1 } \times 1.1 ^ { Level } - 14400 ) }}

r
o
u
n
d
e
d

t
o

t
h
e

n
e
a
r
e
s
t

w
h
o
l
e

s
e
c
o
n
d

{\displaystyle { ~rounded ~to ~the ~nearest ~whole ~second }}

Due to the large number of *templates* and *mouse-over tool-tips* used to display the information on this building, we are breaking this building's expansion levels down into groups of 3, instead of the normal grouping of 10.

* 13-15
* 16-18
* 19-21
* 22-24
* 25-27
* 28-30
* 31-33
* 34-36
* 37-39
* 40-42
* 46-48
* 49-51
* 52-54
* 55-57
* 58-60
Building:Carpenter/11-20

###  Notes:

1. ↑ 1,0 1,1 The second column shows the real resources need, due to self-reduction.
2. ↑ 2,0 2,1 It has been pointed out that the **Warehouse level** MAX Reduction number may be off by 1 for this level to low (it should be +1 higher than what is shown). If it is, then it is because the formula has to drop the fractional remainder in the calculation to make the majority of the numbers shown, be correct. At this time it would take too much programming to fix the formula for these levels.
Terms and Conditions

See also: Ban and Game rules

Check   here   for the most updated version of the **Terms and Conditions**.

Karlsruhe, January 15, 2009

Gameforge Productions GmbH

Albert-Nestler-Strasse 8

D-76131 Karlsruhe

District Court Mannheim, HRB 701682

Tax identification number: DE254298652

CEO: Alexander Rösner, Klaas Kersting
Main Page/Buildings through Ships/Ships

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Saw mill/7-9

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Saw mill/16-18

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Building:Trading post/11-20

2. ↑ 2,0 2,1 Capacity = 400 \* (`Level`^2) **example**: level 9 ⇒ 400 \* (`9`^2) = 400 \* 81 = 32,400
3. ↑ 3,0 3,1 The capacity does **NOT** add to your warehouses storage ability. However, it does reduce the amount of resources available to that town. (**Example**: Warehouse capacity = 500 and you have a level 1 Trading post that holds 400 and you fill the Trading post to its maximum amount, then you will have only 100 resources available to the town.
4. ↑ 4,0 4,1 The resources in your Trading post that are above your warehouses maximum protection level are pillageable.
Building:Academy

## Description

The **Academy** is a sublime place full of knowledge which combines old traditions with modern technology. The wisest heads of your town await entrance! Consider that every scientist needs his own laboratory which costs money. The larger the academy the more scientists you can employ at the same time.

## Building Information

The **Academy** is one of the most important buildings in a town. It is the place of learning for your capital or colonies. Each scientist produces  1  research point per hour, but also costs  9  in upkeep ( −3  for the loss of each  and  −6  for the cost of each ). This value will be taken out of your income, instead of adding to your upkeep.

Throughout your colonies, all your academies pool all their research points together; you can then use these points to "buy" a technology via your research adviser. Having more academies means that it will take less time to research any technology. Therefore it is a good idea to build an Academy in each city.

For more information: see Research
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

1
,
440
×

1.2
Level

−
720

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack 1,440 \times 1.2 ^ \text{Level} - 720 \right \rbrack }}

Level 1 does **not** follow this formula, as its build time was shortened by **16 minutes 23 seconds (983s)**
when it was added to the in-game tutorial.

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

8
,
640
×

(

1.2
Level

−

1

)

−
720
×
Level

]

−

983

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 8,640 \times \left (\ 1.2 ^ \text{Level} -\ 1\ \right )\ - 720 \times \text{Level}\ \right \rbrack -\ 983}}

Level 1 **does** follow this formula.
For information about the coefficients of formulas: see Construction Time

* 1-10
* 11-20
* 21-30
* 31-32
Building:Carpenter

## Description

Only the best lumbers are used at the ****Carpenter's Workshop****. Therefore our handy craftsmen are able to build a solid framework and our houses don't have to be repaired all the time.

* Every level of the **Carpenter** lowers demand for  by **1%** per expansion (*only* in the town it is built).

* This building will affect the  costs of **all** buildings, navy ships and military units. For this reason, it is advisable that you have a **Carpenter** in *every* town of yours.
* This building will **not** affect the cost of donating to the Saw mill or the Luxury Resources on the island.

## Explanation of Reduction Buildings

All reduction buildings add their deduction percentage to that given by Pulley, Geometry and Spirit Level. This means the actual discount is an additional **1%** per level of the reduction building, plus the reduction from the level of research you have completed. For example, a *Level 1* reduction building combined with Pulley has a net of **3%** reduction, with Geometry there is a net of **7%**, and with Spirit Level there is a net of **15%**. With the maximum level of reduction buildings (*Level 32*, **32%** reduction) and Spirit Level (**14%**), the maximum reduction for that resource is **46%**. This means you use only **54%** of the original cost.

See also: Max Reduction
## New look

The **Carpenter** is getting a new look in patch 0.5.0.

Carpenter facing rightCarpenter facing left
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

125
,
660

37

×

1.06
Level

−
2
,
808

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{125,660}{37} \times 1.06^\text{Level} - 2,808\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

6
,
659
,
980

111

×

(

1.06
Level

−

1

)

−
2
,
808
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack \cfrac{6,659,980}{111} \times \left (\ 1.06^\text{Level} -\ 1\ \right ) - 2,808 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1-10
* 11-20
* 21-30
* 31-32
Buildings/Production Buildings

## Explanation of Production Buildings

All production buildings increase the production of a specific resource mine. ¿More production information needed?

### Town Buildings

#### Alchemist's Tower

 **Special** | Can only be built on a   Island.

#### Forester's House

 **Effect** | Increases   (*Wood* or *Building Material*) production by 2% per level.

#### Glassblower

 **Special** | Can only be built on a   Island.

#### Stonemason

 **Special** | Can only be built on a   Island.

#### Winegrower

 **Special** | Can only be built on a   Island.

#### Cinetheater

 **Effect** | In the town that it is used, it can=b Increase the Production of:
2. Luxury Resources:
  if on Crystal islands
  if on Marble islands
  if on Sulfur/Sulphur islands
  if on Wine islands
 **Special** | 1. Each Effect last for 12 hours, then you can renew it on the same or different town
2. You can watch only one (**1**) movie per Effect in 1 town per effect

#### Ambrosia Fountain

 **Description** | This palatial fountain incorporates the effigies of two deities holding aloft a cornucopia. Ambrosia once flowed unabated from this horn into the pool below, but since then the fountain seems to have dried up.
This spring has divine origins. If we pay homage to the gods and offer them gifts, we can make this fountain shine in great splendour once more.
 **Special** | Requires 99  ambrosia in order to be activated.Can not be built, destroyed no lootedFound only in the Capital.

### Island Buildings

#### Helios Tower

 **Description** | Ever since Helios Tower was reconstructed, its bright flame has been glowing for everyone beneath the skies! As long as it is illuminated, all of the island's resource mines will produce 10 % more resources for all players on the island!
 **Special** | Requires   lamp oil to keep illuminate the tower and to maintain the illumination.
Club Caldera

Volcano Showing Signs of Life

Global Observer News

An island resort nestled deep in a tropical climate, this is a favored destination spot for numerous vacationers. It offers plenty of sun, excellent customer service and a very good view of the volcano. Experts fear, however, that under the right conditions, the normally stable volcano may erupt.

**Episode**: Terror In Paradise

**Location**: Club Caldera

**Opponent**: Magmo & Agamo

**Enviornmental Weapons / Attacks**

1. Dive attack to cause fireballs to erupt.
2. String of pickups remain airborne after bldg is leveled.
3. Cruise ship can be broken into two indestructible pieces.
4. Building falls into ocean after three downward strikes.

* Two fuel tankers. One parked, one roaming.
* Squadron of UFOs patrol the island, chipping away at your health until eliminated.

Destruction of Club Caldera will yield between 5,000-7,000 battle tokens.

## Trivia

* Level based on tropical resort locales in the South Pacific such as Hawaii, the Polynesian Islands and South America, all of which have active volcanoes.
* Caldera is taken from the Latin term *caldaria* for "cooking pot".
* A Caldera volcano is the most extreme type of volcano known to man.
* Volcano is a smaller, unlockable version of this level for multiplayer mode.
* UFOs present in Adventure mode only.
* Level unavailable in 1 Player Endurance and 2 Player Elimination modes.
Building:Carpenter/31-32

###  Notes:

1. ↑ 1,0 1,1 The second column shows the real resources need, due to self-reduction.
2. ↑ It has been pointed out that the **Warehouse level** MAX Reduction number may be off by 1 for this level to low (it should be +1 higher than what is shown). If it is, then it is because the formula has to drop the fractional remainder in the calculation to make the majority of the numbers shown, be correct. At this time it would take too much programming to fix the formula for these levels.
3. ↑ A hard cap is the highest level possible for this building.
No further upgrades are possible because the upgrade button has been removed.
Building:Dump

"**Building:Depot" redirects here.**

## Description

A **Dump** enables you to store large amounts of goods. Every extension level of the Dump can hold **32,000** units of each type of good. However, the Dump is not protected from pillagers.

## Building Information

The Dump is used to store goods, in addition to the Warehouses. For every level of the Dump, you gain **32,000** additional storage capacity for each resource.

* A Warehouse adds an additional 8,000 resource *per level* storage capacity, that is configured separately from this chart.
* The Town hall adds an additional 1,500  and 1,500 each luxury good (**other**) storage capacity that is figured separately in this chart.
* When a stored resource reaches **75%** of the maximum allowed, the amount appears red. When the amount reaches **100%**, the amount appears **bold red**. Any amount received beyond maximum is lost. To increase storage capacity, upgrade your Warehouse (or build another one).
* You can double the amount of resources stored by the Warehouse, the Dump and the Town hall for **7 days** by spending 24 .

Note:
You can have only **one** Dump per town.
Unlike the Warehouse, the Dump does not provide protection from pillaging. The town's resource **protection** is based on the levels of the Warehouse(s) only.
## Interaction with the Trading post

*Same as with Warehouse:* When placing goods for sale in your Trading post, capacity is subtracted from the total available to your city. This will be reflected in the tool-tip shown when you hover on your resource totals. Any resources in your Trading post will not show up in the Warehouse or Dump screen and may take you over the "Safe" limit, so watch out. The resources "hidden" in the Trading post are susceptible of being pillaged.

## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

32
,
000

13

×

1.17
Level

−
2
,
160

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{32,000}{13} \times 1.17 ^ \text{Level} - 2,160 \right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

37
,
440

2.21

×

(

1.17
Level

−

1

)

−
2
,
160
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack \cfrac{37,440}{2.21} \times \left (\ 1.17^\text{Level} -\ 1\ \right )\ - 2,160 \times \text{Level}\ \right \rbrack}}

For information about the coefficients of formulas: see Construction Time

Due to the large number of templates used to display the information on this building, we are breaking this building's expansion levels down into groups of 5, instead of the normal grouping of 10.

* 0-5
* 6-10
* 11-15
* 16-20
* 21-25
* 26-30
* 31-35
* 36-40
Building:Barracks

## Description

In the **Barracks** the boisterous youth is instructed to become keen fighters. Your soldiers know how to handle swords, spears and catapults and are also able to lead the mightiest war machines safely over the field.

* Higher level **Barracks** can train units faster.

## Ikariam Plus options

For other **Ikariam Plus** options: see Ikariam Plus
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

25
,
200

11

×

1.1
Level

−
1
,
728

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{25,200}{11} \times 1.1 ^ \text{Level} - 1,728 \right \rbrack }}

Level 1 does **not** follow this formula, as its build time was shortened by **12 minutes 12 seconds (732s)**
when it was added to the in-game tutorial.

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

25
,
200
×

(

1.1
Level

−

1

)

−
1
,
728
×
Level

]

−

732

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 25,200 \times \left (\ 1.1 ^ \text{Level} -\ 1\ \right )\ - 1,728 \times \text{Level}\ \right \rbrack -\ 732}}

Level 1 **does** follow this formula.
For information about the coefficients of formulas: see Construction Time

* Each type of land Unit has a **Minimum Barracks Level**  : only Barracks which have been upgraded to that level or higher can train that unit. Upgrades above the minimum barracks level for that unit will reduce training time for that unit.

* 1-10
* 11-20
* 21-30
* 31-40
* 41-50
* 51-54

## Training Times

Basic Formula:

T
r
a
i
n
i
n
g

t
i
m
e

=

0.95

(

C
u
r
r
e
n
t

B
a
r
r
a
c
k
s

l
e
v
e
l

−

M
i
n
i
m
u
m

B
a
r
r
a
c
k
s

l
e
v
e
l

f
o
r

t
h
e

U
n
i
t

)

×

B
a
s
e

T
r
a
i
n
i
n
g

t
i
m
e

{\displaystyle { Training \ time \ = \ 0.95 \ ^ \left ( Current \ Barracks \ level \ - \ Minimum \ Barracks \ level \ for \ the \ Unit \right ) \times \ Base \ Training \ time }}

* 1 - Spearman
* 2 - Slinger
* 3 - Ram
* 4 - Hoplite
* 5 - Cook
* 6 - Swordsman
* 7 - Archer
* 8 - Catapult
* 9 - Doctor
* 10 - Gyrocopter
* 11 - Balloon-Bombardier
* 12 - Steam Giant
* 13 - Sulphur Carabineer
* 14 - Mortar

* The 5 new levels added in 20?? are show as  Levels 50 - 54  and  Level 55 + 56  are to fill out the rows showing what the training times would at those levels if those levels existed.
Groups

Pokoyami being the Leader of the Deceptors and Chloe being her Assistant-Co-Leader. The leader of Interceptors and Paradigms is currently unknown.

Overtime is owned by Skylar.

## How Groups are Formed

These groups are formed by having a Certain *strength* and a minimum of 2 *weaknesses*. These are some examples of common strengths: Resistance, Personal Souls, and Barriers. An example of two weaknesses: Vulnerable when trusted, High HP but Low defense. All Leaders (Chloe included) have barriers. They are untouchable and very durable.
Undertale: Interception Wiki

Undertale: Interception Wiki The Official Wiki for the Undertale Fan-Game created by Cae.

We are currently at 21 **articles**, 350 **edits**, and 22 **images** and **media**.
Created in October 18, 2019.

"*Undertale: Interception*", also simply known as *Interception*, is an Undertale fan-game and timeline created by Jalynn Sterling, also known as Cae.Featuring protagonists and characters from Undertale; Frisk, Chara, Temmie and *Interceptions* true protagonist, Clarity, help them save all of the AUs and while they save their own!
Expected Features
* The game is expecting to have a 4 player story mode, offline mode, and online mode.
* Story-mode Chapters each with different playable characters to unlock.
* An impactful story to leave off on and character abilities, along with different paths and choices to choose from.

Gamejolt Gamepage
* Check Interception's Gamepage here. Updates, Polls, Devlogs and the Discord are included.
Building:Workshop/Ship

For unit details: see Units and Unit upgrades
 Once you hit the later game, you may want to upgrade your navy to make it more cost-effective. Each ship can receive up to **3** damage upgrades, and **3** armour upgrades.

The upgrades are noted with **bronze**, **silver** and **gold** sword or shield icons, although the upgrade names are generally noted as **bronze**, **iron** and **steel**.

* *Bronze* upgrades give ships **+2** damage or armour.
* *Silver* upgrades give them an additional **+2** (total **+4**) damage or armour.
* *Gold* upgrades give them another **+2** (total **+6**) damage or armour.
Trickster

## Introduction

Co-Leader of Deceptors

**Chloe Campbell**, also known as The Trickster (or simply *Trickster*) is a renowned leader and an (unknowability) trickster. She was nicknamed Trickster because of her *tricky attacks, skills, and terrifying talents*. She is part of the Deceptors. Unlike most leaders, she has an aura that will turn her into a black silhouette. During the winter or in a timeline, her aura will appear glitched or corrupted. Chloe is a technology and information expert who shows a lot of skill in tracking down people. She also skilled with weapons; *both ranged and close*. Nobody knows where or who she gets her information from.

She takes on bounties without any effort. And she has stated that she was self-taught with weapons.

Chloe is seen mostly in wide-open and public places. But however, during the winter, she would patrol around the rooftops and patrol around to make sure the world is at ease. She carries her mask on a strap on her waist whilst patrolling, alongside with a cyan, fluorescent daggers. If she sees someone near her, she will attempt to talk to them to make sure they aren't suspicious.

## Appearance

She wears a mask at all times. She wears a mask to cover her identity because she is popular and doesn't want to be called out in many places or be conversed with.
Ryi

**Ryi**  is the Creator or Divinity of the entire Interception Timeline. Although Ryi could be anywhere, they aren't usually seen outside, but if they are seen, it is a extremely rare sighting and the viewer will be rewarded with a promise or a gift. It is a myth that they are seen within the dangerous or mythical locations that those hardly visit. However, those who are related or are friends with Ryi can see them at all times.
Aspectos Por Mejorar

El trabajo colaborativo es una de las metodologías más complicadas a desarrollar, máxime cuando se trabaja de forma virtual; no obstante, es algo que se puede llevar a cabo si las partes que colaboran se conectan por medios comunicativos y definen tiempos de realización de actividades y otros.

Diríamos de una manera humilde y con intenciones de mejorar, la misma planeación de espacios de encuentro virtual, tiempos a implementar para el desarrollo del trabajo.

No siendo más el equipo fue muy disciplinado y cumplido con los roles delegados.
Frisk

Frisk is one of the four main protagonists in story mode. They are the defender of the team.

## Profile

### **Personality**

Frisk doesn't usually talk unless they really need to, or want to. They care about other humans and monsters and always is there to help out. They don't really get afraid or feel any emotions, but they would feel bad for that person or if they were scared, they'd investigate if they heard a strange noise. Frisk also remembers lots of things. No one really knows what Frisk could be secretly planning... *(most likely not evil, unless.)*

Frisk shows a lot of and care towards Chara.

### **Appearance**

Frisk wears a blue and purple striped sweater. Their hair is messy and somewhat short. They wear boots with brown pants. Frisk does not show any emotions at all. And they do not wear any accessories or gear. Very basic and casual. They use a wooden sword as their first weapon.