recursal/Fanatic-Fandom huggingface dataset:
Оружие

В Progect Genom гибкая система прокачки и оружие не является исключением. Какой-либо привязки типа оружия к чему-то конкретному, кроме навыка владения, нет. Хочешь качать танка со снайперской винтовкой? Разрешается! Хил со щитом и клинком? Приветствуется!

Все оружие в игре разделяется на легкое и тяжелое. Они могут быть экипированы одновременно, даже если легких пушки две.

Так же есть разделение по типу урона. Их в игре 3

* Кинетический урон . Имеет средний разброс между минимальным и максимальным уроном, среднюю скорость полета снаряда и хорошую точность.
* Лазерный  урон . Имеет большой разброс между минимальным и максимальным уроном, снаряд летит быстро, точность высокая. Отлично подходит для билда на крит урон.
* Плазменный  урон . Малый разброс минимального и максимального урона, снаряд летит не быстро, но имеет сплешь, точность посредственная.

### Легкое оружие

Все легкое оружие на определенном этапе развития может быть экипировано в 2 экземплярах (2 пистолета, 2 дробовика)

* Клинок

* Пистолет
* Дробовик

### Тяжелое оружие

Тяжелое оружие может быть экипировано даже если имеется сразу 2 надетых легких оружия.

* Глефа
* Штурмовая винтовка
* Снайперская винтовка
Sophie Fury

Sophie Alejandra Fury Smith, también llamado Sophie por la mayoría, es una cerebrito con un Coeficiente intelectual elevado, no tiene mucha riqueza dado a que fue abandonada en un hogar a los dos años de nacido. Luego de esto ella fue secuestrada por HYDRA y fue parte de sus experimentos y tranformandola en una alterada y en la primera con éxito, Cuando fue manda a los 10 años a asesinar a Nick Fury él la salva de ser parte de HYDRA y  fue adoptada por él, con los años S.H.I.E.L.D. se hizo cargo de su educación, y llego entrar a la universidad a los 15 años y luego de 10 años se graduó con varios títulos en ing electromecánica, ing biomedica, ing civil y ing roboticas

Posteriormente, Sophie se unió a S.H.I.E.L.D y ayudó en distintos proyectos, y con el tiempo ayudo a S.H.I.E.L.D, Natasha y el capitán a derrotar HYDRA
Basse-Saxe

**Situation géographique**

Hanovre a 518 386 habitants. elle se situe au Nord-Ouest de l’Allemagne au bord de la mer. La Basse-saxe à des paysages variés; c'est la 2ème plus grande région de l’Allemagne, elle a une superficie de 7 826 739 habitants en (31/12/2014).

**Capitale**

Hanovre a des monuments très célèbres comme Wasterlooplatz, HDI Aréna.

**Histoire**

Voici 5 dates de l'histoire de Hanovre en 1150 Hanovre est traitée de village de pêcheur, 1368 c’était une cité hanséatique, 1714 Ernst-August monte sur le trône de la Grande-Bretagne, 1757 a lieu la bataille de Hastenbeck, 1810 le royaume Westaphalie confié à Jérôme Bonaparte.

**Traditions et culture**

A Hanovre il y a de nombreux musées, cafés et théâtres Les personnes connues sont : Steve Lomasst un footballeur, Doris Derrie est une cinéaste et une écrivaine, Matthias Jals est un guitariste.

questions:

1. quelle est la capitale de la basse -saxe ?

2. est-ce que elle a des montagnes ou des fleuves connus  ?

3.qui est le maire de Hanovre ?
Chaos rifts

## Chaos rift travel

* Chaos is purple, everything  purple
* Chaos players inside maelstrom will see a hub that will show a globe with indicators of locations of rifts and their age will be based on how dark(towards black) shade of purple that rift is; age is reduced on it’s own and also by how many players went through or siphoned energy from it
* overall rift strength is determined when it’s spawned based on how many rifts are currently open, how strong the maelstrom is (how well are the players feeding it)
* When emerging from the rift, chaos fonts(used for requisition of ‘crafted’ gear, healing and mutation) can be fought over so that the strongest have access to them and a bunch of noobs don’t deplete them
* ffa pvp with friendly fire always on, downing fellow chaos player bears little consequences, can’t initiate a kill though unless issued a challenge, being killed repeatedly severly prolongs the time it takes to self-wake up
* when the rift closes, players outside it will be stranded and will have to run over to the nearest blight zone or other rift to regenerate or use that rift to travel back to maelstrom
* high power rank chaos officers will be able to open short duration limited use one way minirift to maelstrom
Zone control and automatic POIs

## Overall faction power

tech tree completion \* power of players (number of that faction players \* their overall stats) \* faction resources

For order, the resources flow from currently standing structures that draw power from their environment (some sort of extractors) - a direct zone control - the more coverage, the more power. Those structures need to be fed some fuel.

For chaos, overall resources depend on accumulated destruction of order and balance structures - it's a power pool that gets depleted on events like rifts and volcanic eruptions - chaos players have to budget their power expenditure.

For balance, overall resources are just the amount of RR and NRR accumulated in their main platform storages. Balance uses those resources (fuel) to power their mobility.
Легион I

### Общая информация

Здесь будет востребовано оружие с высоким разовым уроном как на ближний бой так и на дистанции, бойцы состоящие здесь не должны бояться грязных методов и делать все для победы. Бой с численно превосходящим противникам, десантирование в самую гущу битвы и создание хаоса в рядах противника это то для чего нужен этот легион. Всем обязательно иметь вкачанный навык невидимости и легкий, малозаметный и быстрый транспорт, возможно крылья. Сама экипировка легионеров должна быть легкой или же средней тяжести (штурмовые костюмы будут не в почете за некоторым исключением). Основной упор идет на вливание максимального урона за минимальный отрезок времени.
Это элита войск Империи и к бойцам, состоящим в первом легионе, будут повышенные требования, но как результат геймплей будет хардкорным и интересным.
Легион II

### Общая информация

Фаланга это щит Империи. Здесь будут состоять самые мощные и тяжелые мехи и манипуляторы на ближний бой. Залогом победы станет командная слаженная игра, которая будет вытачиваться в многочисленных тренировках. Фаланга должна принять на себя удар и не понести никаких потерь показав врагу на сколько он жалок. Много дамагеров, танков, саппортов. Легион мало мобилен и очень заметен, но там где стоит фаланга враг не пройдет.
Если в разведке высоко ценятся сольные навыки игры то фалангитам важно понимание рядом стоящих союзников и здесь будет жарко, ведь весь удар придется на фалангу.
Combat skills training - potential and efficiency

* combat skills are tied to the weapon used by the player as described in the COMBAT page
* skills are unlocked by training them on a hexagonal grid of skills - in real time, even when offline (like in Crowfall or EVE)
* training a skill increases it's POTENTIAL up to a 100%
* potential limits the maximum skill EFFICIENCY which is based on how often that skill is in use (just a % of time spent in combat online with that skill socketed)
* EFFICIENCY of a skill will DECAY FAST if not having it socketed
* POTENTIAL of a skill DECAY SLOW if not actively training it
* there is a total limit on how much overall potential he can reach (?can be affected by genetic traits or family skill tree) - which is a sum of all unlocked potentials (this means that a player can not reach maximum proficiency in all combat skill trees - for example with 600% maximum potential, a player can have 3 skills on 100% in two branches of the tree or 6 skills in one branch or 1 skill in 6 branches)
* starting levelling speed of POTENTIAL training % will be faster, higher % will be slower - this way players could test the playstyle of those abilities without commiting fully at the start
* player can also choose many skills to train at the same time but that will slow down the growth of the potential
* EFFICIENCY decay will be faster when close to 100%, slower or almost stopped when closer to 0%
* skills are 'socketed' into predetermined control key/mouse/controller binding locations - i.e. player can have only one light attack socketed at a time but the types of this attack can be varying
* only skills apropriate to currently wielded weapon can be socketed in the loadout
* changing weapon type will change the socketed skills
* each weapon will have 2(more?) loadouts available
* skills are accompanied by TAGS which determine which TACTICS can be linked to them (similar to POE) - like aoe, buildup time, cooldown, duration, physical etc.
* this limit is not applied to the interaction with other skills and effects from other players (for example a melee skill will not have a tag for buildup time but enemy cc can increase that buildup time)
* Skill depth should open more options, not have them more efficient, most of the skills should be active
Ecuaciones químicas

Una ecuación química es
una representación escrita de una reacción química.
Se basa en el uso de símbolos químicos que
identifican a los átomos que intervienen y como se encuentran
agrupados antes y después de la reacción. Cada grupo de átomos se encuentra
separado por símbolos (+) y representa a las moléculas que participan, cuenta además con una
serie de números que indican la cantidad de átomos de cada tipo que las forman
y la cantidad de moléculas que intervienen, y con una flecha que indica la
situación inicial y la final de la reacción. Así por ejemplo en la reacción
Легион III

* Внести как можно больше хаоса в ряды противника и снести его ударным напором
* Оказать наибольший психологический эффект

### Общая информация

Третий легион призван показать врагу всю ничтожность его обороны. Комплектоваться легион берсерков будет преимущественно мутантами и людьми с манипуляторами для нанесения максимального урона. Высокий дпс и агрессивная игра позволят мощным натиском снести любого. Требуются самые отбитые на голову.
Если это глупо, но это работает то значит это не глупо – основной принцип данного легиона. Самые идиотские и отбитые планы по нападения подлежат реализации. Хитрость, подлость и агрессия вот на чем будет держаться легион головорезов.
Overview

Name of the game is an eternal struggle between the forces of chaos, balance and order over the planet named Eternia.

Players are fragments of a universal soul - light - energy - experiencing bodies of mortals living on that planet and take part in an ever ongoing battle. Their purpose is to enrich the one soul with their experience from living as an individual. There is no evalution of the performance in doing so.

All three factions have vastly different playstyles, philosophy and agregate goals.

While playing for one of the factions, the player can in fact take actions that behave more like one of the other factions. Such actions are tracked and can cause the player to have their faction involutarily switched to the one they behave most as.
Battle commander mode

During open world battles, certain players will gain the ability to watch the battle from a different perspective and act as an effective tactical 'commander' (officers mentioned in the tech tree are more strategic than tactical). This functionality will be available to all factions from the start on tech tier 2.

* Players can choose to become a commander at the start of each 1hr period; grunts - other players - will be given ‘suggestions’ by the commanders (commander will see it as starcraft from different non-perspective camera angle,fog of war based on what players see, have different controls and tools for selecting and issuing orders, the orders to players will show as light columns (ignoring terrain and showing relative elevation( if underground)) if they’ll follow them, they will be awarded points from the game itself upon achieving an arbitrary objective(they will accumulate % of orders followed \* number of orders done\* mvp flags over time and receive it on the objective completion  (zone control, captured resource delivery to rift/mobile outpost/outpost, POI capture) where the commander will participate in. if there will be more commanders vying for taking charge of a zone then there will be an auction or preference ordering so that other zones can have their commanders too
* Commanders will have access to one-way special chat channel that will be a zone-wide ‘raid alert’
* ? (not sure if we need this level of granularity) Commanders will be able to assign multiple ‘sub-commanders’ which will also have access to this chat but their messages will only show to the commander and those grunts that chose this subcommander as their officer; light columns of the subcommander will show in a different color, players will be able to commend 1 of the sub commanders; the subcommander with most commendations will get 1 extra MVP, commendations will count towards overall season score for that player
* How much points a commander invested in an objective/zone attempt will be multiplied by the overall difficulty of the combat (duration from start of attempt in relation to 1 hour (less than one hour - <100% at least 0%, more than one hour >100% up to a maximum of 200%, exponential and at the end commander will be rewarded this multiplier x investment (loss = 0)
* Each player during an attempt has 1 vote for mvp to be gifted to another player. At the end the players with MVP flags (can have more than 1) will get extra points that they can use as commanders (so by taking charge as an informal commander you can accumulate some of the MVP flags and subsequently become a formal commander)
* Players can spend those points as commanders as investment or to purchase temporary boosts from their subfaction deities (scrolls)
TANTEO

El método de tanteo se basa simplemente en modificar los
coeficientes de uno y otro lado de la ecuación hasta que se cumplan las condiciones de balance de masa. No es un método rígido, aunque tiene una serie de delineamientos
principales que pueden facilitar el encontrar
rápidamente la condición de igualdad

Se comienza igualando el elemento que
participa con mayor estado de oxidación en valor absoluto

Se continúa ordenadamente
por los elementos que participan con menor estado de oxidación
Campaign era and win conditions

Each ERA will start iteratively in the world previous campaign ended in after a certain time period. This way some NONRENEWABLE RESOURCES will be moved to where order set up their outposts previously, some will be respawned thanks to volcanic eruptions depositing new material to mine. RENEWABLE RESOURCES will spawn as usual.

At the start of the era, all factions will start on zero TECH LEVEL. Early game will be about resource gathering.

Chaos rifts won't have enough energy to open long distance rifts.

As the game progresses, non-renewable resources will be mined out and battle lines will move closer together, effectively ramping up the stakes of the game.

What each faction is capable of is largely determined by TECH LEVEL.

Tech level will largely depend on the overall infrastructure of the faction. Once it's destroyed (or scattered or damaged enough) at the end of an era, it will obviously fall into disarray and disable some technological feats.

This means that factions can temporarily lose access to some technologies if their faction gets weak enough (which in turn speeds up end of an era and prevents a stall or draw).

## Win conditions

### Order

Order win condition is to attempt to destroy the maelstrom of chaos. When they're about to destroy the font of chaos, it erupts and a volcano will erupt/ground will open/asteroid will impact at the order stronghold (can be more smaller asteroids to not be predictable) destroying it, which will trigger the VOLCANOES around the world to erupt and start a new ERA.

Order won't be able to stall for victory because that will be a balance victory.

### Chaos

Chaos win condition is to destroy order stronghold. As it grows in power, it can trigger volcanic eruptions during the game, at the end the world will be similarly remade as in the order victory.

Chaos won't be able to stall as well as that will cause a balance win.

### Balance

Balance win condition is to delay both factions so neither wins and progress their own tech ahead of both to achieve tech victory - breakthrough. That breakthrough would directly endanger Eternia's and Maelstrom's existence so they both intervene in unison and .. (rewind time/form a completely new world).
Система рангов

В Империи своя иерархия и каждый вступивший под неё подпадает. Она выглядит следующим образом

* **Император** - Духовный лидер и Верховный командующий Империи. Имеет неограниченную власть на всех подконтрольных ему территориях. Лично отдаёт приказы Легатам Легионов. Его приказы не оспоримы и любое неповиновение карается изгнанием
* **Легат** - Лидеры Легионов. Подчиняются непосредственно Императору и занимаются расстановкой вверенных им сил согласно указаниям последнего. Только лучшие тактики и стратеги Империи могут вести Легионы в бой и занимать эту должность.
* **Префект** - Заслуженные офицеры. Руководят когортами, входящими в состав Легионов. Прошли не одну битву и доказали свою верность Империи. Приказы получают от вышестоящих Легатов.
* **Центурион** - Офицеры когорт, входящих в состав Легиона. Приказы получают от вышестоящих Легатов.
* **Преторианец** - Сильнейшие из бойцов Империи. Один стоит целого отряда. Прошли не одно сражение и доказали свою верность Империи. Могут руководить, но при этом числятся лишь бойцами, а не офицерами.
* **Легионер - ветеран** - Прекрасные бойцы и специалисты своего класса, умеют действовать в команде. Прошли не одну проверку боем и доказали верность Империи.
* **Легионер** - рядовые бойцы Империи. Закрепились в своем Легионе и успели пройти проверку боем.
* **Легионер - новобранец** - новички только примкнувшие к какому-либо Легиону.
* **Новобранец** - лица только вступившие в ряды Империи и не примкнувшие ни к одному ил Легионов. Обязаны пройти базовый курс тренировок и изучить необходимые материалы из базы знаний (Устав, Система рангов, Система жалований)
ESTADOS DE OXIDACION

Es el indicador del grado de oxidación de
un átomo que forma parte de un compuesto u otra especie química. Formalmente, es la carga eléctrica
hipotética que el átomo tendría si todos sus enlaces con elementos distintos
fueran 100% iónicos. El EO es representado por números, los cuales pueden ser
positivos, negativos o cero. En algunos casos, el estado de oxidación promedio
de un elemento es una fracción, tal como +8/3 para el hierro en la magnetita (Fe3O4). El mayor EO conocido es +8 para los tetroxidos de rutenio,
xenón, osmio, iridio, hassio y algunos complejos de plutonios, mientras que el
menor EO conocido es -4 para algunos elementos del grupo del carbono
ESTEQUIOMETRIA

es
el cálculo de las relaciones cuantitativas entre los reactivos y productos en el
transcurso de una reacción química.1 Estas relaciones se
pueden deducir a partir de la teoría atómica, aunque históricamente
se enunciaron sin hacer referencia a la composición de la materia, según
distintas leyes y principios.

El
primero que enunció los principios de la estequiometria fue Jeremías

Una reacción química se produce cuando hay una
modificación en la identidad química de las sustancias
intervinientes; esto significa que no es posible identificar a las mismas
sustancias antes y después de producirse la reacción química, los reactivos se consumen para dar lugar a los productos.

A escala microscópica una reacción química se
produce por la colisión de las partículas que intervienen ya sean moléculas, átomos o iones, aunque
puede producirse también por el choque de algunos átomos o moléculas con otros
tipos de partículas, tales como electrones o fotones. Este choque provoca que las uniones que existían
previamente entre los átomos se rompan y se facilite que se formen nuevas uniones.
Es decir que, a escala atómica, es un reordenamiento de los enlaces entre los átomos que intervienen. Este
reordenamiento se produce por desplazamientos de electrones: unos enlaces se
rompen y otros se forman, sin embargo, los átomos implicados no desaparecen, ni
se crean nuevos átomos. Esto es lo que se conoce como *ley de conservación de la masa*, e implica los dos principios siguientes:

·
El número
total de átomos antes y después de la reacción química no cambia.

·
El número
de átomos de cada tipo es igual antes y después de la reacción.

En el transcurso de las reacciones químicas las
partículas subatómicas tampoco desaparecen, el número total de protones, neutrones y electrones permanece constante. Y como los
protones tienen carga positiva y los electrones tienen carga negativa, la suma
total de cargas no se modifica. Esto es especialmente importante tenerlo en
cuenta para el caso de los electrones, ya que es posible que durante el
transcurso de una reacción química salten de un átomo a otro o de una molécula
a otra, pero el número total de electrones permanece constante. Esto que es una
consecuencia natural de la ley de conservación de la masa s
Families and procreation

## “World permanent, players temporary”

* during gameplay players will be able to procreate with other players and/or unattended offspring
* the stats that the proceation is based on are a combination of genetic traits and combat/noncombat skill training choices during the era up to the moment of the procreation
* number of soul fragments incurred on that vessel during procreation will affect quality of the material (tendency towards negative traits over positive traits)
* Characters will have a ‘genome’ - positive or negative bonuses to stats and positive or negative percentages into speed at which they can learn a certain skill tree or a starting bonus. Those genomes will be combined and mutated (least mutation for order, more mutation for balance, most for chaos).
* More than one offspring can be produced
* Once offspring are produced and reach puberty, the player and/or the partner can choose to reliquish control of their current characters and take control of the offspring instead (they will have option to do so first before the rest of playerbase)
* should they choose to remain in control of their current characters, the offspring will become public
* Higher vessel age(s) negatively affects the chances of positive traits over negative traits
* as stated above, trained characteristics will slightly affect the genome aswell (if you spend the whole age training as a tank and mate with another tank, the resulting offspring will have a higher chance to have positive tanking buffs (starting point or speed of training)
* Players will be able to choose to take control of someone’s offspring only from the faction the fragments point to (i.e. if the next reincarnation should be order, only order characters available to public will be able to be chosen)

Breeding

* Different for each faction, number of offspring variable
* Chaos : basically fighting over who will be alpha and procreate, unsuccessful players will get to play as the leftovers (it will be rare to have a continuous family tree)
* Balance : free open negotiation between players who want offspring
* Order: prearranged by the faction, players won’t have a say in it
* Children start on zero skills with a slight advantage towards some directions
Non-combat skills, crafting

Skills are combat and non-combat.

Both combat and non combat skills are arranged in a roughly hexagonal grid that represents bias to a particular faction.

There are six main weapon types with their own skill trees and six main non-combat skills that in general tie in to crafting and working with the enviroment and items.
Buildings - construction, destruction, condition, moving

## Structures

* As chaos attacks order or balance structures, the players attacking will ‘sap’ order from them (when damaging them) and they will be able to deposit this order into a rift for ‘pve’ standing (power ranking) with the chaos.
* Such structures will be afflicted with a chaos debuff that reduces the speed of repair in half, on t2 order will be able to learn to ‘cleanse’ such structures to negate that debuff
* As order or balance restores those structures by repairing them, this structural integrity -  will be restored to be drained by chaos.

## Order buildings

* Order will be able to construct (t2+) palisades on flat terrain and connect the endpoints with game-provided terrain-traversing connections of the same to build passive defensive structures (on t3 it will be stone). It is possible to build several layers of those but the traversing can be only built across certain height difference and the palisades take away from places to build housing and other structures
* It will be possible to build a gateway instead of palisade (with the same two connecting ends) that will physically limit entrance to everyone when closed and open it to everyone when open
* It will take X seconds to close the gate with at least 4(?) players interacting with the controls channeling.

## Building condition

* Buildings will have a certain amount of hitpoints.. On 100% they will be balance or order controlled. When being destroyed by opposing faction, they will lose integrity. Chaos will be gaining resources (pve rating) the whole time it is destroyed and reduced to rubble, balance and order will gain nothing.
* When a building is fully destroyed, enemy will be able to sap tech from it if it contained any. Chaos will then be able to transform it into twisted chaos structure that needs to be cleansed first before anything can be built by order or balance there.
* When chaos begins to devour order or balance building, it wil put a debuff on it that reduces the speed at which it can be repaired until cleansed (order t2 tech)
* the debuff will grow in strength the more the building is alredy destroyed (low dmg - easilly repaired, high dmg - hard to repair unless cleansed)

## Balance mobile buildings

* Balance buildings will be built on interlocking (hexagonal?) mobile platforms so that when a mobile base will move, each platform will be driven by a player.
* On t2 the outer edges of an interlocked platform will form palisades/barriers (stolen tech from order) the platform will be subdivided into smaller hexes.. Having a barrier will reduce space to build other structures on the platform
* platforms will be able to fly interlocked (with structures on it) but the fuel consumption will be massive (load weight)

## Chaos buildings

* chaos won't have any buildings built on their own
* they will on the other hand will be able to transform enemy structures into their own twisted version, available from t2
Alignment

Upon character creation, each player starts with his chosen alignment (chaos, balance or order) on 100% .

During gameplay certain actions will trigger loss or gain of alignment with the factions. These values are taken into account immediately during certain interactions with those deities (purchasing temporary buffs etc), but the faction alignment will only get into effect upon the conclusion of an era.

The process at the conclusion of an era is described in the above referenced link to Campaign era.

At the end of that calculation (based on the 'snapshots' during each death) a player will have his faction changed or remain the same but his alignment percentages will change accordingly for the purposes of next era calculations.

The player won't be able to directly affect the outcome of this faction change.

Character has each faction alignement tracked as a total number gained in the era, total overall across all eras and current balance of each. He/she can spend the balance but it won't affect the total for an era or overall.

These numbers are tracked family wide.

Players will be able to change alignment only to the faction determined by their actions at the end of an era or by switching to another family of different alignment on another server.
The Blight

Zones that were invaded by chaos rift recently will have an 'aftereffect' that will remain for some time after the rift has closed. Chaos players in the blight will have the same protection from the degeneration and vulnerability as within the chaos rift, but not have any access to the rift interfaces and/or powers. Tech level will affect the function and efficiency of blight residue.

This aftereffect will keep inflicting mutating powers on anything within that zone and slowly dissipate on it's own.

Blight will be generated by currently open chaos rifts and from t2 onward chaos will be able to deploy blight spawners exactly like the creep from sc2. On t3 on full life those spawners will evolve to be invisible in the same way as balance players stealthed to order. Once damaged, they will be visible the same way as the t2 version.

Blight not currently fed by spawners or rift will dissipate after the rift closes or spawner is destroyed (shrink in size and lose its effectiveness).

Spawners will be have a limited half-life unless in the area of current location of a maelstrom or a rift.

Maelstrom itself will be a large AOE generator of blight.

Order faction will develop tech to repulse/cleanse areas from the blight by divine intervention/shielding on structures, balance will learn to adapt to it/resist it and take advantage of the mutated structures and resources for the purposes of harvesting tech advancement from it.

Order and balance players will have a permanent debuff and life sap on them while in blight unless protected by tech advancements (t2 resist, t3 immunity).
World layout

* World will be layed out like a truncated icosahedron (soccer ball) - consisting of 12 pentagons and connected by hexagons in the middle; the pentagons will be mountaineous regions with high probability of having a volcano inside of them (maybe all of them but of various age and activity)
* Each of those hexes can be subdivided to a network of triangles (fractal)
* Each of those triangles will be either a ‘typized’ triangle or a transition triangle
* There will be a list of possible types based on 4 criteria - elevation, humidity, temperature and lifelessness(lifefulness?)
* Elevation [-1,0,1,2] (depression - probably ocean, flatland, hills, mountains)
* humidity [0,1,2] (arid - desert, temperate, humid (jungle/saltwater/swamp/freshwater))
* temperature [0,1,2] (freezing, temperate, hot)
* Lifefulness [-1,0,1] (inhospitable, temporarily hospitable, hospitable) - for both humanoids and plant/animal life

Each world will start with the volcanoes on the pentagons and be surrounded by the ‘overall’ type of hexes - like desert-y, plains-y, forest-y, hill-y (like settlers of catan)

Then, the artists or an algorithm will decide which triangles will have more definition (lakes, swamps and other features) based on certain criteria and randomness (can’t border swamp and desert etc). Each triangle will have (artist defined in a library) defined anchor points and areas for constructibles like plants, trees etc. The remaining triangles will be automatically filled as transitional triangles.

* (PRE)predeined triangles (whole area is one type from library)
* (TRA)transitional triangles (will interpolate between three different types - again a library)

Each volcano pentagon will have the inner pentagon (the volcano itself) and surrounding polygon quads that will allow it to connect to surrounding landscape

* those quads will be affected 100% of the time as z1 when the volcano will erupt, there will be chance for caves with rich non-renewable ore resources

Triangles will all assume 0 elevation unless specified otherwise, TRA will move their vertexes apropriately to match the differences in elevation between bordering PREs, subdivide edges with some randomness in elevation in a fractal fashion (repeatable for a few steps). This subdivision won't affect spatial coordinates of anything mapped on them, just underlying geometry.

### Alternative

As an alternative, the layout might be similar but based purely on triangles with a formation of 5 of them converging 12 evently spaces places forming a grid of volcanoes (giving better granularity for the purposes of making the world seem slightly larger. Simulation of this geometry is in blender an iso sphere with 4 subdivisions. Resulting is a 'mesh' with 20 large triangular zones (5 each on north and south pole, 10 on equator). Each large triangle is aproximately 8 triangles across. This should provide sufficient granularity and regularity to the mesh to undestand it easilly and also not force everyone so close to the volcanoes (to not make them such a dominant overshadowing everything else). This means that lava flows can be longer and more branching and explosion radius more fine.
Pile of Books

Pile of Book is a Pile of Books. Nuff Said.

## Trivia

* Pile of Books is a pile of Dictionary books from BFDIA
* Maybe Pile of Books is related to Book from BFDIA
* Pile of Books was not up for elimination in Episode 1, but was voted for anyway
* Pile of Books was once a superhero but then he got eliminated !!!!! oh nO!!!

The best character
Chaos power

Chaos players have several ratings. One of them is chaos power rating that is basically a standing among chaos troops.

It's calculated like ELO.

Chaos player can CHALLENGE any other chaos player that is within their power ranking (4,3,2,1) and of higher power rating. Power ranking is determined automatically by certain thresholds.

If the challenger wins, he gains more rating than the defender if he wins. Weaker loser loses less rating than stronger loser.

If the defender declines the challenge, he will basically forfeit without losing gear but the rating loss will be the same.

The winner of the challenge can choose to swap some (or all) of his gear with the loser.

There will be a limit on how often a challenge can be issued per day to prevent spam.

Winner of a challenge cannot land a finishing blow.

Chaos power can be also gained (to a lesser degree) by defeating enemy faction players.

Chaos power is lost slightly by being defeted by enemy players (regardless if a finishing blow is received or not).
Final stage, avatars and augment overload

## Overview

* On highest tier of “tech” order and chaos will be able to augment some of their players on the battlefield with temporary buffs that turn them into kind of super-saiyan mode - much more defenses, hit points, damage and healing outputs (basically just a multiplier on every non-percentage stat)
* Field commanders will call in those buffs, for chaos it will be put on random top tier chaos power rank players, for order the commander will be able to choose  specific players
* Balance will have the tech to temporarily overload their augments (all order players) increasing their stats in a similar fashion and their move speed (not as powerful tho) and allowing them to do extra effectiveness against the avatars of order and chaos. This power will be expensive and after it wears off, it debuffs the balance players with a negative multiplier, taking extra damage from avatars

## Order and chaos bases core

* Order and chaos bases will have a hart/core -  a font of order/chaos that will be damagable and healable only by avatars. Destruction of the core ends an age

## Automated defensive mechanisms

### Chaos - minirifts

* Chaos base will  have traps - randomly spawning rifts that will forcibly teleport enemy players to a random location in the world and opening a temporary rift to get back to maelstrom somewhere nearby - it will be up to them to get back into the fight

* Same rifts will give chaos players temporary boost increasing life leech and attack power

#### Order - consecrated ground

* Order base will have similar traps - chaos players stuck in them will be temporarily debuffed increasing their fragility and slowing them down

* Order players walking in the same area will gain temporary defensive buffs and get a powerful heal over time effect

### Balance - automated turrets

* high powered automated defensive turrets damaging order and chaos players
* the closer to the main engine (what powers everything and allows the base to travel) the more powerful, basically oneshotting all but avatars
* on balance t3 mobile outposts will be equippable by the weaker version of the base turrets
* Avatars of both chaos and order will be immune to all of those effects (minirifts, consecrated ground, turrets), balance players will be also immune for the duration of their overload
Resources - renewable and nonrenewable

## Renewable resources

Most of resources needed for conquest will be non-renewable.

Chaos will sustain their hunger by consuming the renewable raw and directly (no recipes, hunt, can eat balance and order corpses). Will be able to learn tech to raise animals to eat, will award balance alignment rating (deity related).

Order and balance will have to procure their own but they can eventually grow their own renewables (order from get go agriculture, balance at start foraging, then tech hydroponics). On the other hand order will be able to hunt also (give balance deity AR).

In worse case order/balance can cannibalize (give chaos AR). Both will be punished for doing so if seen by 3rd party.

List of renewable resources:

* wood - t1 fuel, t1 construction material
* edible flora
* edible fauna
* fresh water

## Non-renewable resources

Everything else needed for crafting and construction is a non-renewable resource that is mined in the world.

Rocks and stones will be relatively abundant, ores will be more rare.

Volcanic eruptions will 'refuel' areas affected by the explosion and lava flows with new rocks and veins.

Rocks:

* sandstone t1 construction
* limestone, feldspar t2 construction coal:t2 fuel
* granite, basalt t3 construction uranium: t3 fuel

Ores:

* copper, tin t1 crafting (smelt:bronze)
* iron, graphite t2 crafting (smelt: steel)
* thorium, magnesium t3 crafting (smelt:mag-thor)
Vamos Jogar Futebol?

**Vamos Jogar Futebol?** é o quarto episódio da primeira temporada de Cueio, teve a duração de 1:11 minutos e contou com a estréia em 25 de novembro de 2013.

## Resumo

Primo convida Cueio e Vaco para jogarem futebol, Cueio nega dizendo que ele é muito ruim, Primo diz que vai de goleiro e os 3 começam a jogar, Vaco chuta e acaba acertando Primo e quebrando seus óculos, Cueio diz que vai ganhar e que Vaco vai fazer o que ele mandar, Cueio Chuta jogando Primo para longe do gol e manda Vaco imitar uma "Oveinha".

## Transcrição

Gato Galático HeHe

**Primo:** Oi Cueio, Oi Primo Vaco

**Vaco:** Oi

**Primo:** Vamos jogar futebol?

**Cueio:** Não, você é muito ruim, e gordo.

**Primo:** Mas Hoje eu vou de goleiro.

(Primo Joga a bola para cima e vai para o gol enquanto Cueio e Vaco se transformam)

**Primo:** chuta, chuta a boli.

(Vaco Chuta e quebra os óculos do Primo).

**Vaco**: Que Chato.

**Cueio:**Eu vou ganhar, e você vai fazer o que eu mandar.

(Cueio chuta a bola e marca um gol).

**Cueio:** Agora... Imita uma Oveia.

## Personagens

* Cueio.
* Primo.
* Vaco.
Quero Aipim!

**Quero Aipim!** é o primeiro episódio da primeira temporada de Cueio, teve estréia no dia 7 de novembro de 2013 e contou com a duração de 49 segundos.

## Resumo

Primo oferece uma cenoura a Cueio que recusa e pede um sanduíche, Primo afirma que não tem um sanduíche mas sim aipim, o protagonista pede o aipim e ele recusa dizendo que está comendo o ultimo, por fim Cueio o bate comendo o aipim.

## Transcrição

Primo: Oi Cueio. Você quer uma cenoura?

(Primo joga a cenoura na frente de Cueio.)

Cueio: Não. Eu quero sanduíche.

Primo: Não tenho sanduíche. Mas tem aipim.

(Cueio se transforma.)

Cueio: Então me vê (pausa) um aipimzinho frito.

(Primo está comendo o aipim.)

Primo: Não dá. Estou comendo o último aipim.

(Cueio dá um soco em Primo e o joga longe.)

Cueio: Eu quero o aipim.

(Cueio aparece sentado, e está comendo o aipim.)

## Personagens

* Primo.
* Cueiro.
Vamos Formar uma Banda?

**Vamos Formar uma Banda?** é o segundo episódio da primeira temporada de Cueio, teve estreia em 11 de novembro de 2013 e Contou com a duração de 47 segundos.

## Resumo.

Primo pergunta a Cueio se ele não quer formar uma banda, Cueio diz que não porque Primo era o mais "zuado" na escola, Primo convence Cueio dizendo que ele pode tocar o sino de vaca. Cueio pergunta o nome da banda e após descobrir que é "Pepinos Fritos" soca Primo.

## Transcrição

Gato Galático Hehe

**Primo:** Oi Cueio vamos formar uma banda?

**Cueio:**Não Você é muito zuado na escola

**Primo:**Mas você pode tocar o sino de vaca.

(Primo mostra o sino de vaca para o Cueio)

**Cueio:**Tá bom, qual o nome da banda.

**Primo:** Os Pepinos-Fritos.

(Cueio se transforma e soca Primo)

**Cueio:**Odeio Pepino.

## Personagens

* Primo
* Cueio
Pudim Amassado

Momento em que Primo está prestes a cantar, junto à Cueio e Vaco

***Oficial***

**Pudim Amassado** é a primeira música do canal do Gato Galactico, primeiro solo de Primo, e primeira música da série Cueio.

## Letra

**[Primo]**
Era uma vez um pudim apaixonado
Estava andando nas ruas quando foi atropelado
*Puft*
Pudim amassado
Pudim amassado
Pudim amassado
Pudim amassado morreu
Boa noite, doce pudim
## Curiosidades

* Foi revelado sua composição e versão original em "A VERDADEIRA HISTÓRIA DO PUDIM AMASSADO".
Water and underwater gameplay

In general each faction would be differently ‘fit’ for usage of water in their strategy

Balance would be best suited for it because of their propensity towards tech that would work on or under water.

Less so balance that would not explore it to the depth but use it as a means of transportation and later on, ranged siege.

Water at the beginning should mostly work like a ‘safe direction’ when setting up a base - players swimming in water are vulnerable to ranged attacks against them from the shoreline.

Later on as the tech progresses, water could be used as a tactical resource.

## Blight interaction with water

Chaos does not survive on or under water unless it’s affected by blight. Even then it’s just for a very limited time. Blight from shore can spread in the water where it affects in a sphere around the point of exposure.

! There will be no ‘water currents’ spreading it around and diluting it.

Blight affected water corrupts any order or balance players and tech in it. On t1 it’s just a debuff and a DOT, on t2+ it will sap tech from devices in it allowing the tech of underwater blight spawners, on t3 it will be able to temporarily twist and corrupt balance and order tech (ships, submersibles,rebreathers) that will allow chaos to use them.

! By doing so the players will be in fact acting like balance and thus will be getting favour towards balance.

t1: balance faster swimming and shallow diving, only stabbing weapons for melee, no ranged, order just swimming, chaos nothing

t2: balance able to build the vacuum tubes under water, rebreathers, submersibles to gather resources on the seafloor, order ships for transport, chaos blight infecting water from shore but no underwater blight spawners

t3: chaos by capturing some balance tech able to capture ships and submersibles for limited time acting like t3 chaos officers with the aura (inside the ship/sub no degen and debuff)

If the tech is captured from balance, t3 rifts could deploy underwater blight spawners, rifts closer to shore will allow chaos players to get to shore albeit in a diminished capacity (the closer to shore the more fully powered)

order: ships with ranged weaponry (stolen tech  from balance on t2) or just transport

balance harpoons, underwater mines, submersibles with ranged siege weapons (primitive rockets?)
Paginas adicionales

en estas paginas podrás conocer mas de nuestro mundo temas de interés relacionados con la química y diversos temas

http://www.jigsawplanet.com/?rc=play&pid=37ff5796a41c
Twitter         https://twitter.com

http://clases-ximena.jimdo.com/

http://www.fullquimica.com/

http://www.fullquimica.com/2016/07/propiedades-generales-de-la-materia.html
Desnecessauro (Personagem)

## Desnecessauro

**Desnecessauro** é um personagem protagonista da série de mesmo nome, Desnecessauro. Seu papel na série é, basicamente, encher a paciência de Coitadossauro.

## Personalidade

Desnecessauro é realmente grosso e frequentemente chato. Ele fala o que *der na telha*, como por exemplo chamar a Barangossaura de feia, e de *Baranga*, fazendo referência ao seu nome. Ele sempre procura encher o saco de Coitadossauro, tanto vomitando nele, como atrapalhando seu filme ou estragando um encontro.

## Aparência

Ele tem olhos negros e toda a sua "*pelagem*" é azul. Sua vestimenta varia de episódio para episódio.

## Relações

### Coitadossauro

   Sua relação com Coitadossauro é realmente das piores, pois os dois estão em constante briga, por coisas desnecessarias, ou coisa do tipo. Desnecessauro adora estragar suas atividades, como ler livros, assistir filmes ou até mesmo num encontro.

### Barangossaura

Desnecessauro já chingou Barangossaura, de coisas como "*feia*" e "*baranga*".
Специальная экипировка

На определенном этапе развития игроку станет доступно использования специальной экипировки. Она требует определенного уровня по той или иной ветке развития персонажа (человек, мутант, синтет).

### Мех.

* Большая машина с толстой броней и большой огневой мощью. Имеет защиту от заражения. Может быть экипирован развитым синтетом. Мехи разделены по типам

1. Осадный мех
2. Диверсионный мех

### Манипулятор.

* Особо мощное оружие и использовать простыми человеческими руками не просто. потому оно было размещено на специальных манипуляторах подключенных к нервной системе организма. Имеют огромную огневую мощность или же не менее устрашающий урон в ближнем бою. Может быть экипировано человеком на определенном этапе развития.

1. Тактический манипулятор
2. Штурмовой манипулятор

### Покров.

* Покровы могут использовать мутанты. Используя покров изменение в габаритах персонажа не сильно заметно, но вот внешний вид отличается разительно, да и возможностей прибавляется изрядно. В покрове заражение игнорируется полностью. в основном саппорт, но есть и атакующие.

1. Псионик
2. Симбиот
Página principal

Bem Vindo à Wiki Gato Galactico!
Esta wikia contém informações sobre o canal Gato Galactico!
No momento, temos **13 artigos** e **202 edições**.

**Gato Galactico** é um canal do Youtube onde Ronaldo de Azevedo conta histórias, animando-as.

    Personagens de CueioPersonagens de DesnecessauroOutros Personagens

### **Último Vídeo**

* "TODO MUNDO QUER ME DESTRUIR"Go to TODO MUNDO QUER ME DESTRUIR
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**Visite nosso Fórum!**
EUSTÁCIO O CACTO MANEIRO

**EUSTÁCIO O CACTO MANEIRO** é o primeiro episódio da série Histórias Aleatórias, publicado em 8 de junho de 2016, sendo o primeiro episódio da série.

## Personagens

* Eustácio o Cacto
* Azeitonas do Mal
* Pudim Amassado (Mencionado)
* Almôndegas
* Miojo San

## Transcrição

Para ver a transcrição de *EUSTÁCIO O CACTO MANEIRO*, clique aqui.
Object Superstar

Object Superstar (also known as Object Filler Again) is the second season of Object Filler which was released on April 2nd, 2018.

## Episodes

1a. But I'm Not Done Yet!
1b. Babies Running Even Faster
2. 🆒
3. Can You Draw Me
4. OFA 4
5. It's a Pebble!
6. Living Edge
7. TBA
8. TBA
9. TBA
10. TBA
11. TBA
12. TBA
13. TBA
14. TBA
15. TBA 16. TBA
17. TBA
18. TBA
19. TBA
20. TBA
21. TBA
22. TBA
23. TBA
24. TBA
25. TBA
26. TBA
27. TBA
28. TBA
29. TBA
30. TBA
## Trivia

* Every character in this season has a new design Mr. Sketch Marker Got Absent
Milk/Relationships

This article is about Milk's Interactions.

## **Bed**

In debutter time, Bed voted for Milk

**Status: Minor Enemies**

## **Hazel Cricket**

In debutter time, Hazel Cricket voted for milk.

**Status: Minor Enemies**

## **Kidz Bop 7**

In New and Improved, Milk was happy when he was chosen on Kidz Bop 7's Team.

In Get Elminated, Milk voted for Kidz Bop 7 because he touched Milk when he was sleeping.

**Status: Enemies**

## **My Profile Picture**

In But I'm not Done Yet!, My Profile Picture and Milk seems to be in a conversation before FCF Logo interrupted it.

**Status: Friends**

## **The Remains Of The Glue That Peeled Off Your Skin**

In I'm Loving It, Milk asks TROTGTPOYS why was he excited. TROTGTPOYS responds by knowing what is the competition. Milk asks what is it. TROTGTPOYS responds by saying I don't know. Milk says "That sounds like fun!".

In Babies Running Even Faster, TROTGTPOYS asks Milk should we start looking for a team.

**Status: Friends**

## **TKTYASTYNSNIHAISHNPOI**

In OFA 2, Milk rushed him to sharpen the pencil with the rock.

**Status: Neutral**

## **Windowy**

In Go Climb a Mountain, Windowy says he has one member on his team. Milk says 'It must suck to be you!'

In the finally, Milk votes for Windowy to win.

**Status: Friends**