recursal/Fanatic-Fandom huggingface dataset:
Economy

Economic research

Economy is a lucrative force. Prosperity and wealth await those who harness it.

Knowledge invested in Economy helps your civilisation progress.

* Knowledge invested in Economy gives access to some technologies; increases Global production; and gains Legacy.

### **Access**

Economy is available, on **Technologies**, after you research Specialization.
* You can invest Knowledge in Economy after you research Specialization.
* Specialization has a requirement to access and research.

 Specialization | build 8Libraries | Knowledge | 500

### **Effect**

* Knowledge invested in Economy, gives access to economic technologies.
* Knowledge invested in Economy increases Global production. An addition is made to Global production, every time Knowledge  is invested.
	+ After 1 000 Knowledge is invested, an increment of approximately +1% is made to Global production.
	+ Every additional 1 000 Knowledge, increases Global production by slightly less.

 where 'K' is increase in Knowledge investedand 'E' is total Knowledge invested in Economy.

### **Other**

* Every 1 000 Knowledge invested in Economy gains 1 Legacy, before any bonus, if you explore a new continent.

 1 000 Knowledge | 1
Woodwork

Research carpentries

10 000 Knowledge in Economy

Research carpentries to automate production.

A semi-neutral technology

* Woodwork allows you to build Carpentries, to automate the production of Structure.
* Woodwork has a requirement to access and research.

### **Access**

* Woodwork appears, on **Technologies**, after you invest 10 000 Knowledge in Science; or 10 000 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Woodwork, on **Technologies**, after you invest the required Knowledge.
* You need 90 000 Wood and 1 000 Knowledge to research Woodwork.
* Effects of the technology appear after you research it.

 Knowledge | 1 000

### **Effect**

Effects, of the technology, appear after you research it.
* Woodwork allows you to build a Carpentry, on **Buildings**.
Guide

## Guide

### Category:

Other

Player's guide

There is no wrong way to play the game. How your empire grows depends on you.

* A guide for players to give some direction/goals.

### **Player's guide**

 *(These are personal/subjective suggestions for v0.9.3 beta.)*

1. Build a Library, unlock and research technologies
2. Construct a Workbench
3. Build 8 Libraries / research Specialization ~ (goal for tutorial / intro)
4. Research Contracts
5. Build a Bunker
6. Build an outpost ~ (goal for current early-game)
7. Craft Bricks
8. Build a Compressor
9. Build a Repository
10. Craft Plate
11. Manufacture an Engine
12. Publish a book ~ (goal for current mid-game)
13. Research Electricity
14. Research Triforce
15. Produce Concrete
16. Build Facilities ~ (goal for current late-game)
17. Set your own goals ~ (no end to current game)
Facilities

Construct and manage facilities

Facilities of your empire

Construct and manage facilities that utilise energy.

* New facilities become available on **Facilities**, as your empire grows.
* Facilities require resources for construction and production.

### **Access**

**Facilities** is available, after you research Electricity on **Technologies**.
* Electricity has a requirement to access and research.

### **Content**

New facilities become available as your empire advances.

Power plant

Cement kiln

University

Concrete mixer

Tool factory

Barracks

* On **Facilities**, you can:
	+ construct and manage facilities; and
	+ monitor the Energy levels of your empire.

## **Energy**

Energy to power your facilities

You can monitor your empire's energy usage on **Facilities**.

* Energy is generated and stored by Power plants.

* Energy is required to operate some facilities.

 *+ energy dialogue box capture*

### **Production**

* Active Power plants generate Energy.

 Power plant | 1 MW per hour

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

### **Storage**

* Power plants have capacity to store Energy.

 Power plant | 100 KWh

### **Consumption**

* Active facilities require Energy, to maintain production.

 Barracks | 800 KWh
Xochiquetzal

A leader of people

Life finds a way

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

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

### **Access**

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

 Block | 50

### **Bonus**

 Each Title granted to Xochiquetzal, increases their level.

* Xochiquetzal provides a bonus per level.

 Army Hp | 5%

No bonus is provided at level 0.

### **Other**

* Xochiquetzal provides 1 legacy, before any bonuses, if you explore a new continent.
Industrialization

Research industry

2 000 Knowledge

Research the development of industry

A science technology

* Industrialization allows workshops to increase the efficiency of crafting.
* Industrialization has a requirement to access and research.

### **Access**

* Industrialization appears, on **Technologies**, after you invest 50 000 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Industrialization, on **Technologies**, after you invest the required Knowledge.
* You need 100 Chemicals, 300 Plates and 2 000 Knowledge to research Industrialization.
* Effects of the technology appear after you research it.

 Knowledge | 2 000

### **Effect**

Effects, of the technology, appear after you research it.
* Industrialization allows you to build Workshops, on **Crafting**.
Marketer

Marketers provide resources

1 Population

Marketers use funds to gain resources

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

* Marketers consume Food and Coin to produce Bronze, Brick and Glass.
* A Marketer has a requirement to access, hire and maintain.

 Knowledge | 1 200

* You need 1 free Population, 100 Gold and 500 Coin, to hire a Marketer.

 Population | 1

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

### **Consumption**

* Marketers consume Food and Coin.

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

 Coin | 0.05 per second

### **Production**

* A Marketer uses funds to gain Bronze, Brick and Glass.

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

 Glass | 0.0005 per second

* Other factors increment production.

### **Trivia**

Marketers are clever, hardworking and greedy people. They enjoy working in a busy environment and thrive amidst the hustle and bustle of busy workshops. They are seldom seen without a clipboard, on which they record how much they are getting paid. Marketers love cookies (and regularly wake and bake before going to work).
Rory

### School Year

Year 5 (Little Lunch series)Year 6 (The Nightmare Before Graduation and The Halloween Horror Story)

## Relationships

### Friends

TamaraDebra-Jo (romantic interest)

Melanie

Atticus (best friend)

Battie

## Appearances

### Appearances

All episodes in the series and The Nightmare Before Graduation and The Halloween Horror Story

### Portrayed by

Flynn Curry

Rory is one of the 6 main characters in Little Lunch and is the naughtiest kid in the school.

## Appearance

Rory has dirty blonde hair and blue eyes. He is usually seen wearing a red bomb vest with the school logo on it, along with a red school t-shirt and black shorts.

## Personality

Rory is different from the other kids at school and usually causes trouble. He has Impulse control issues and sometimes has difficulties controlling his behaviour. Rory has a spot in the principal's office labelled "Rory's Spot" because he often gets in trouble in class. When Rory goes to Rory’s Spot he often gets off the chair and the Principal has to say “Rory back on the chair”. Despite getting in trouble often he usually ends up helping his friends and Mrs Gonsha. He likes to bite people but he is very kind and knows what he does wrong most of the time. He swears at girls, always goes to the girl toilets because it has soap smelling like peppermint chewy and he mostly takes other people's little lunch and he probably has adhd, he doesn't know how to spell very well

## Relationships

### Rory and Atticus are best friends.

**Battie**

Battie and Rory are friends

**Debra- Jo**

Rory admitted he liked Debra-Jo

**Melanie**

Melanie and Rory are friends

**Tamara**

Tamara and Rory are friends

**Joe**

Joe is Rory's enemy

## Georgia

Georgia, a girl from grade 6 asked Rory out in The Relationship. Rory was nervous and thus asked Melanie Woo, Tamara Noodle and Debra-Jo if he could "practice kiss" them. Melanie and Tamara said no but Debra Jo would agree to kiss Rory on the hand (after he washes them thoroughly). Rory put his hand to his cheek, and Debra Jo puckered up and went in to kiss his had, but then Georgia came and gave Rory a note saying he had been dropped, despite they were never a couple. This caused Rory to move his hand, which caused Debra-Jo to kiss him on the cheek. Rory would admit he liked Debra-Jo, and Debra-Jo would admit she likes Rory. It isn't known if they are in a relationship.
The Milk Bar (episode)

## Little Lunch Episodes

**The Milk Bar** is the seventh episode of the first season of Australian children’s television mockumentary series *Little Lunch*.

## Synopsis

Rory has forgotten his lunch, again, and the other children have had enough. They refuse to give him any more of their food. Rory is starving and, in desperation, decides to go to the milk bar.

## Cast

* Flynn Curry - Rory
* Olivia Deeble - Tamara
* Madison Lu - Melanie
* Oisín O’Leary - Battie
* Faith Seci - Debra-Jo
* Joshua Sitch - Atticus
* Heidi Arena - Mrs Gonsha

## Trivia

This was the first time Rory, Tamara, Melanie, Battie, Debra-Jo and Atticus are all simultaneously told off by a teacher.

This was the first time someone other then Rory has sat in Rory's Spot

This was also the first time that Debra-Jo didn't tell the truth.

This was also the only episode in which Mrs Gonsha gets mad at Tamara, Melanie, Battie, Debra-Jo and Atticus.

## Errors

How did Rory open the gate to get to the milk bar?

How did the teacher find Rory at the milk bar?
Academic publishing

Research in scientific publications

Research scientific publication

A science technology

* Academic publishing allows the storage of knowledge in books of Scientific papers.
* Academic publishing has a requirement to access and research.

### **Access**

* Academic publishing appears, on **Technologies**, after you invest 75 000 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Academic publishing, on **Technologies**, after you invest the required Knowledge.
* You need 2 500 Knowledge to research Academic publishing.
* Effects of the technology appear after you research it.

 Knowledge | 2 500

### **Effect**

Effects, of the technology, appear after you research it.
* Academic publishing allows you to publish Scientific papers, on **Technologies**.
Territory

Territory for outposts

New territory for expansion

Territory is required for Military; Scientific; and Trade outposts.

* You need to research Expansion to access Territory.

* You can gain Territory with an Expansion mission.

### **Access**

Your available Territory displays, after you research Expansion on **Technologies**.

* Expansion has a requirement to access and research.

 Plank | 2 000

### **Increase**

You gain new territory, if you defeat an enemy, on an expansion mission from the **Dock**

* The enemy initially protects 200 Territory.

* You gain 20% more Territory with each fight won.

### **Uses**

Trade, Scientific and Military outposts require Territory.

* Your first outpost requires 400 **Territory**.

* You need 20% more **Territory**, each time you build any outpost.

 1
 2
 3
Tool factory

Tool factories produce tools

A tool factory provides industrial tools

You can construct and toggle a Tool factory, on **Facilities**.

* A Tool factory has a requirement to access and requires some resources to construct.
* Active Tool factories consume Steel, Copper and Energy to produce Pickaxes and Toolboxes.

### **Access**

Tool factory appears, on **Facilities**, after you research Work force on **Technologies**.
* You can build a Tool factory, after you research Work force.
* Work force has a requirement to access and research.

 Book | 30

### **Construction**

You can build a Tool factory, on **Facilities**, after you research the required technology.

* You need 2 500 Brick and 10 000 Concrete, to build your first Tool factory.
* You need 20% more resources, each time you build another one.

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

### **Consumption**

* An active Tool factory consumes Steel, Copper and Energy.

 You can toggle a Tool factory, to be active or to stop consumption, with the 'Toggle' button. A Tool factory stops production, if you do not have resources to maintain it, when online; if you are offline, it will auto-toggle off (v0.9.3 beta), *needs checking*

 Energy | 1 000 KW per hour

### **Production**

* An active Tool factory produces Pickaxes and Toolboxes.

 You can toggle a Tool factory, to be active or to stop production, with the 'Toggle' button. A Tool factory stops production, if you do not have resources to maintain it.

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

* Other factors increment Tool factory production.
Heirlooms

Rare objects

Rare objects with interesting effects

Gain bonuses from interesting objects.

You can manage your heirlooms on **Heirlooms**.

* **Heirlooms** is available after you find an heirloom.

### **Access**

**Heirlooms** appears after you find an heirloom on an Expedition, or get one from a Trade mission.

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

 Coin | 50

### **Content**

Any heirlooms, you get, appear on **Heirlooms**.

* On **Heirlooms**, you can manage heirlooms, to
	+ sell them;
	+ upgrade them;
	+ store them; and
	+ select as your Empire heirloom.

**Available heirlooms:**
AxeBookCannonChestCoinCrateCrownDressEnigmaFossilGlassesHammerJarPickaxeRelicShieldStaffSword

Heirlooms are a rare Find from expeditions or Trade missions. They have an appearance rate of 0.1% in expeditions without a fight, 1% in expeditions where you encounter enemies, and 2% after a trade mission.

****Heirlooms**** is only available after you acquire your first Heirloom. All of your Heirlooms and shards are kept upon exploring a new continent.

## Heirloom generation

When an Heirloom is generated, four random decimals are rolled. These numbers determine the four key components of the heirloom: the prefix, the item, the suffix, and the honorific. All heirlooms begin with a base value, rarity, and power equal to 1. The results of these random numbers will change the values based on the following tables.

### Prefix

rnd1 is rolled as a random number between 0 and 100. This value is a simple modifier of the heirloom, changing value, power, and rarity. If rnd1 is between 20 and 75, (a 55% chance), the heirloom has no prefix. The numbers in the value, rarity, and power columns are multiplied onto the existing value, rarity, and power of the heirloom.

### Item

rnd2 is rolled as a random number between 0 an 100. This value determines what area the heirloom provides a bonus to, as well as the base value, power, and rarity. Unlike the other three numbers, rnd2 will always give an item name.

### Suffix

rnd3 is rolled as a random number between 0 and 300. This value determines any suffixes that the Heirloom will get, and will modify its value, rarity, and power. Additionally, if rnd3 is below 150 (a 50% chance), then rnd4 will be checked to see if the Heirloom gets an honorific. If rnd3 is above 100 (a 66.67% chance), then the Heirloom will have no suffix.

### Honorific

rnd4 is rolled as a random number between 0 and 1000. This value determines the honorific of the Heirloom, which is by far the most powerful stat modifier, but also the rarest. rnd4 is only checked if rnd3 is below 150, so half of the time, the honorific roll is never evaluated. If rnd4 is above 150 (85% chance), then the Heirloom will have no honorific.

It is currently a bug that you can get an Heirloom with an honorific but without a suffix (e.g. Chest Master). This is likely going to be patched in the next update, which will change the probability table below.
Demi

Demi with her newborn pup (Blythe).

Demeter (**Demi**)is a character in the series. She has never been seen in the series itself but is seen in Light - PMV. She looks a lot like her daughter Blythe but a lighter color.

## Voice

Demi is voiced by GloryOfTheRainWings in the Light PMV.

## History

When Eyagra joined the kingdom, Demi soon became Eyagra's closest friend (later developing feelings for her). Sometime later Demi gave birth to a pup named Blythe, but she could not raise her in the kingdom with it becoming dangerous to live there. Eyagra and Demi planned to run away together with Blythe, but on the day of when they planned to leave, Demi was killed by Calais leaving Eyagra devastated.

## Personality

Her personality is described to be very similar to Blythe's kind personality.

## Relationships

Eyagra

Very close friend and possible mate?

Blythe

Blythe is Demi's daughter.

## Family

Members

**Possible Mate --** Eyagra - *Living*

**Daughter --** Blythe
Supplies

Food and water stored in wooden barrels

100 Water

A barrel containing supplies

Supplies are used for trade missions, research and by military.

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

### **Access**

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

 Coin | 50

* You can also get Supplies from the Merchant at **Market**.

### **Craft**

You can craft Supplies on **Crafting**, after you research the required technology.
* You need 5 Plank, 500 Food and 100 Water, to craft Supplies.

 Water | 100

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

### **Uses**

* Supplies are used, to:
	+ research, on **Technologies**;
	+ recruit, on **Military**; and
	+ enable a Trade mission, at the **Dock**.

 Caravel | 3

### **Other**

* There is a chance, the Merchant will offer you Supplies.
Armor

Fine armor

Fine crafted armor

Armor is used for military, research and construction.

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

 Steel | 25

### **Craft**

You can craft Armor, on **Crafting**, after you research the required technology.
* You need 30 Steel and 5 Bronze to craft Armor.

 Bronze | 5

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

### **Uses**

* Armor is used to:
	+ recruit, on **Military**;
	+ research, on **Technologies**; and
	+ construct, on **Buildings**.

**This is a disambiguation notice for Armor**

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

Armor – combat specification
Knowledge

Learning, understanding and skill

The learning, understanding and skill of your empire

Knowledge is used for research and bonuses.

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

### **Access**

Knowledge appears, after you build 8  libraries.

* You can get Knowledge, from:
	+ some buildings, on **Buildings**;
	+ Scientists, on **Jobs**;
	+ Expeditions, with **Military**;
	+ a Trade mission, at the **Dock**; and
	+ an University, on **Facilities**;

### **Storage**

 Your maximum available Knowledge is limited by storage capacity.
* Storage for Knowledge is provided, by:
	+ a Library, on **Buildings**;
	+ Titles granted to Alfear, on **Leaders**; and
	+ an University, on **Facilities**.

* Other factors increment storage.

### **Production**

* You can generate Knowledge, with:
	+ a Library, Scientific outpost and Laboratory, on **Buildings**;
	+ a Scientist, on **Jobs**; and
	+ an University, on **Facilities**.

#### **Bonuses to production**

* Other factors increment Knowledge production.

### **Uses**

* Knowledge is used, to:
	+ recruit, on **Jobs**; and
	+ access and research technologies, gain bonuses, gain Legacy and publish Scientific papers, on **Technologies**.

 access
 research
 publish
 variousbonuses
 1  Legacy | Science, Economyand Military | 1 000

### **Other**

* There is 30% chance to steal Knowledge, after you research Intelligence, when you defeat enemies in a fight.

* There is a 30% chance to get Knowledge, from a Trade mission, by learning about other cultures.

* Knowledge, invested in technology branches, provides bonuses:
	+ Science increments Craft efficiency.
	+ Economy increments Global production.
	+ Military increments the Attack and Hp of your army.

* Knowledge, invested in technology branches, gains Legacy.
Every 1 000 Knowledge invested, gains 1 Legacy, before any bonuses, if you explore a new continent.

 Economy | 1 000
 Science | 1 000
 Military | 1 000
Armored combat

Research armored vehicles

2 000 Knowledge

Research armed and armoured military vehicles

A military technology

* Armored combat allows you to build armored tanks to ride into battle.
* Armored combat has a requirement to access and research.

### **Access**

* Armored combat appears, on **Technologies**, after you invest 50 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Armored combat, on **Technologies**, after you invest the required Knowledge.
* You need 130 Morale, 500 Plates and 2 000 Knowledge to research Armored combat.
* Effects of the technology appear after you research it.

 Knowledge | 2 000

### **Effect**

Effects, of the technology, appear after you research it.
* Armored combat allows you to construct Light tanks, on **Military**.
Fossil heirloom

A rare object

A Fossil heirloom is a rare object

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

* A Fossil heirloom gives a bonus, to Legacy you get, if picked as your Empire heirloom, when you explore a new continent.
* You can get a Fossil heirloom from Expeditions or Trade missions.
* The Value, Rarity and bonus, depend on the name of the heirloom and any upgrades.

### **Access**

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

 Coin | 50

### **Specifications**

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

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

 Rarity
 Bonus | 1%

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

### **Effect**

You must pick a Fossil heirloom, to be your Empire heirloom, to gain its effect.
* A Fossil heirloom, increments Legacy points you will receive, when explore a new continent, by 1%.

When stored, the heirloom does not provide a bonus.

### **Other**

* The chance to get a Fossil heirloom is:
	+ 3 in 5 000 after a Trade mission;
	+ 3 in 10 000 if you encounter and defeat enemies, on military Expeditions; and
	+ 3 in 100 000 as an expedition find.

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

Miners dig for resources

Miners dig for resources

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

* Miners consume Food to produce Mineral and Clay.
* A Miner has a requirement to access, hire and maintain.

 Copper | 3

* You need 1 free Population, 50 Food and a copper Pickaxe, to hire a Miner.

 Population | 1

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

### **Consumption**

* A Miner consumes 0.1 Food per second.

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

 Food | 0.10 per second

### **Production**

* A Miner produces Mineral and, after you research Multitasking, also produces Clay.

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

 Clay | 0.05 per second

* Other factors increment Mineral production and increment Clay production.

### **Trivia**

Miners seem to work harder than those in other jobs. They dig underground for mineral and in open mines for clay. They like to use copper pickaxes and have a steadfast and brave disposition (unlike their distant cousins who prefer diamond picks and are worried by spiders and skeletons).
Mineral coal

Research coal production

1 500 Knowledge

Research on coal extraction

A science technology

* Mineral coal allows Quarries to also produce Coal.
* Mineral coal has a requirement to access and research.

### **Access**

* Mineral coal appears, on **Technologies**, after you invest 30 000 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Mineral coal, on **Technologies**, after you invest the required Knowledge.
* You need 500 Coal, 10 000 Pickaxes and 1 500 Knowledge to research Mineral coal.
* Effects of the technology appear after you research it.

 Knowledge | 1 500

### **Effect**

Effects, of the technology, appear after you research it.
* Mineral coal allows a Quarry to produce 0.02 Coal per second, before any bonuses.
Motivation

A legacy bonus

A bonus provided by your legacy

Motivation is available on **Legacy**.

* Each level of Motivation increments Global production.
* Motivation requires Legacy points to increase levels.

### **Access**

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

### **Increase**

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

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

 1
 3

### **Effect**

* Each level of Motivation increments Global production by 1%.

 Global production | +1%

No bonus is provided at level 0.

### **Other**

* Increases to levels of Motivation are permanent and remain if you explore a new continent again.
Sucellus

A leader of people

+20% Water production

+5 Water storage

Nature, it's not optional

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

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

### **Access**

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

 Block | 50

### **Bonus**

 Each Title granted to Sucellus, increases their level.

* Sucellus provides a bonus per level.

 Water storage | +5

No bonus is provided at level 0.

### **Other**

* Sucellus provides 1 legacy, before any bonuses, if you explore a new continent.
Hp mastery

Expertise in army health

Expertise in your army's constitution

Hp mastery appears, on **Technologies**, after you invest the required Knowledge in Military.
Hp mastery increments your army's Hp.
Hp mastery has infinite levels.
* The Knowledge required to access, and Books required to research, increase each level.:\*The bonus provided increases with levels.

### **Access**

Knowledge, invested in Military, gives access to Hp masteries.

* You can research the Hp mastery, after you invest the required Knowledge.

* The Knowledge required, to access Hp masteries, increases each level.

 2
 3
 ...

### **Research**

You can research Hp masteries after you invest the required Knowledge.

* You gain the bonus, after you research the HP mastery.

* You need Books to research Hp masteries, the Books required increase each level.

 2
 3
 ...

### **Effect**

Hp masteries give a bonus to army Hp.

* You get the bonus after you research the mastery.

* The bonus provided increases with levels.

 1
 2
 3
 ...
Safe storage

Research repositories

1 600 Knowledge

Research storage for complex materials

A neutral technology

* Safe storage allows you to build Repositories, to store complex materials.
* Safe storage has a requirement to access and research.

### **Access**

* Safe storage appears, on **Technologies**, after you invest 35 000 Knowledge in Science or Economy or Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Safe storage, on **Technologies**, after you invest the required Knowledge.
* You need 100 Frames, 300 Glass and 1 600 Knowledge, to research Safe storage.
* Effects of the technology appear after you research it.

 Knowledge | 1 600

### **Effect**

Effects, of the technology, appear after you research it.
* Safe storage:
	+ allows you to build a Repository, on **Buildings**;
	+ allows a Quarry to produce 0.001 Nickel per second;
	+ gives a 10% chance to find Nickel on an Expedition, if no enemies appear in your way; and
	+ allows you to import Nickel on a Trade mission.
Sailing

Research docks

Research into seafaring

* Sailing allows you to construct Docks for mooring ships.
* Sailing has a requirement to access and research.

### **Access**

* Sailing appears, on **Technologies**, after you build 8 Libraries on **Buildings**.
You can research the technology after you build 8 Libraries.

### **Research**

You can research Sailing, after you build 8 Libraries. Effects of the technology, appear after you research it.
* You need 100 Planks, to research Sailing.

 Plank | 100

### **Effect**

Effects of the technology, appear after you research it.
* Sailing allows you to construct Docks, on **Buildings**.
Bronze tools

Research better tools

+20% Food

+10% Iron

+10% Copper

+10% Tin

Research better tools to improve production

* Bronze tools gives a bonus to getting Wood, Mineral, Food, Iron, Copper and Tin.
* Bronze tools has a requirement to access and research.

### **Access**

* Bronze tools appears, on **Technologies**, after you build 5 Libraries on **Buildings**.
You can research the technology, after you build 5 Libraries.

### **Research**

You can research Bronze tools, after you build 5 Libraries. Effects of the technology, appear after you research it.
* You need 2 Bronze, to research Bronze tools.

 Bronze | 2

### **Effect**

Effects of the technology appear, after you research it.
* Gives bonuses to the production of some resources.

* Bonuses affect the quantity of resources got by a Cargo train.

 Tin | 10%
Internationalization

Research trade outposts

800 Knowledge

Research collaboration with other nations

An economy technology

* Internationalization allows you to build Trade outposts in conquered Territory.
* Internationalization has a requirement to access and research.

### **Access**

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

### **Research**

You can research Internationalization, on **Technologies**, after you invest the required Knowledge.
* You need 70 Gold, 300 Bronze and 800 Knowledge to research Internationalization.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Internationalization allows you to build a Trade outpost, on **Buildings**.
Lock

A lock for security

A lock for security

Locks are used for crafting and research.

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

 research | Safes | 100

### **Other**

* You win 1 Lock per 5 Coins staked, for each "**L**" revealed in Casino game 2.

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

* There is a 10% chance to get a Lock, from a Trade mission, at the **Dock**.
Organization

Research efficient storage

Research methodical storage

A neutral technology

* Organization gives a bonus to storage.
* Organization has a requirement to access and research.

### **Access**

* Organization appears, on **Technologies**, after you invest 1 000 Knowledge in Science or Economy or Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Organization, on **Technologies**, after you invest the required Knowledge.
* You need 500 Blocks and 300 Knowledge to research Organization.
* Effects of the technology appear after you research it.

 Knowledge | 300

### **Effect**

Effects, of the technology, appear after you research it.
* Organization gives a 20% bonus to storage for resources.

 Storage
Trade mastery

Expertise in market trade

Expertise in market trading

An economic mastery.

* Trade mastery improves Market trade.
* Trade mastery has infinite levels.

### **Access**

Trade mastery appears, on **Technologies**, after you invest the required Knowledge in Economy.
* Masteries have infinite levels
* The Knowledge required to access masteries, increases each level.
You can research a Trade mastery, after you invest the required Knowledge.

 2
 3
 ...

### **Research**

You can research masteries, after you invest the required Knowledge.
* You need Books to research masteries, the Books required increase each level.
You gain the bonus after you research a Trade mastery.

 2
 3
 ...

### **Effect**

Trade masteries increment Market trade ratios.You get the bonus after you research the Trade mastery.
The bonus provided increases with levels.

 1
 2
 3
 ...
Intelligence

Research espionage

Research information gathering

A military technology

* Intelligence gives a chance to steal knowledge, from the enemy, when you win a fight.
* Intelligence has a requirement to access and research.

### **Access**

* Intelligence appears, on **Technologies**, after you invest 1 600 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Intelligence, on **Technologies**, after you invest the required Knowledge.
* You need 100 Steel and 500 Knowledge to research Intelligence.
* Effects of the technology appear after you research it.

 Knowledge | 500

### **Effect**

Effects, of the technology, appear after you research it.
* Intelligence gives a 30% chance to steal Knowledge, if you defeat the enemy, in a Fight.
Global production

The production of all capped resources

Global production is a multi-resource factor

Global production applies to resources that require storage.

* You can increase Global production with various bonuses.

* Increases to Global production affects the production of resources and the quantities got by train.

### **Increase**

* You can increment Global production, with:
	+ Knowledge invested in Economy, on **Technologies**;
	+ a Relic, on **Casino**;
	+ a Relic heirloom, as your Empire heirloom, on **Heirlooms**; and
	+ Motivation, on **Legacy**.

### **Effect**

Bonuses to Global production, are included in the list of production bonuses for resources.

* Bonuses to Global production, increase:
	+ production of resources that require storage; and
	+ amount got by Cargo train.
Storage management

Research barns

15 Iron

Research better storage methods

* Storage management allows better storage methods.
* Storage management has a requirement to access and research.

### **Access**

* Storage management appears, on **Technologies**, after you build 3 Libraries on **Buildings**.
You can research the technology, after you build 3 Libraries.

### **Research**

You can research Storage Management, after you build 3 Libraries. Effects of the technology, appear after you research it.
* You need 500 Wood, 500 Mineral and 15 Iron, to research Storage management.

 Iron | 15

### **Effect**

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

* Allows you to craft Blocks. on **Crafting**.

* Allows you to construct Barns, on **Buildings**.

* Gives a 5% chance to find Blocks on an exploration Expedition, if no enemies appear.
Bunker

Bunkers provide storage

Bunkers store bulk materials

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

* A Bunker has a requirement to access and requires some resources to construct.
* Bunkers store some bulk materials.

### **Access**

Bunker appears, on **Buildings**, after you research Underground storage on **Technologies**.
* You can build Bunkers, after you research Underground storage.
* Underground storage has a requirement to access and research.

 Knowledge | 500

### **Construction**

You can build a Bunker, on **Buildings**, after you research the required technology.

* You need 5 Frame and 750 Pickaxe, to build your first Bunker.
* You need 40% more resources, each time you build another one.

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

### **Storage**

* Each Bunker, you build, on **Buildings**, provides storage for some bulk materials.

 Concrete | 500

* Other factors increment storage.

### **Other**

* Your available Clay, storage capacity, production rate and any bonuses to production, displays after you build a Bunker and get some.
Glasses heirloom

## Glasses

A rare object

A Glasses heirloom is a rare object

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

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

### **Access**

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

 Coin | 50

### **Specifications**

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

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

 Rarity
 Bonus | 2.5%

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

### **Effect**

You must pick a Glasses heirloom, to be your Empire heirloom, to gain its effect.
* A Glasses heirloom, increment exploration finds by 2.5%, if no enemies appear.

When stored, the heirloom does not provide a bonus.

### **Other**

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

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

**This is a disambiguation notice for Glasses heirloom**

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

Glass – item
Chemistry

Research laboratories

Research on the structure and reactions of substances

A science technology

* Chemistry allows you to craft Bottles, to store water and other liquids.
* Chemistry has a requirement to access and research.

### **Access**

* Chemistry appears, on **Technologies**, after you invest 4 500 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Chemistry, on **Technologies**, after you invest the required Knowledge.
* You need 50 Bottles and 1 000 Knowledge to research Chemistry.
* Effects of the technology appear after you research it.

 Knowledge | 1 000

### **Effect**

Effects, of the technology, appear after you research it.
* Chemistry allows you to build a Laboratory on **Buildings**.
Packaging

Research on improving storage

Research encapsulation

A neutral technology

* Packaging allows you to build Compressors to increase storage space of other buildings.
* Packaging has a requirement to access and research.

### **Access**

* Packaging appears, on **Technologies**, after you invest 20 000 Knowledge in Science or Economy or Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Packaging, on **Technologies**, after you invest the required Knowledge.
* You need 200 Chests and 1 300 Knowledge to research Packaging.
* Effects of the technology appear after you research it.

 Knowledge | 1 300

### **Effect**

Effects, of the technology, appear after you research it.
* Packaging allows you to build a Compressor, on **Buildings**.
Militarization

Research barracks

30 Books

Research the placement of soldiers and military resources

A military technology

* Militarization allows you to build barracks.
* Militarization has a requirement to access and research.

### **Access**

* Militarization appears, on **Technologies**, after you invest 250 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Militarization, on **Technologies**, after you invest the required Knowledge.
* You need 300 000 Spears, 100 000 Swords and 30 Books to research Militarization.
* Effects of the technology appear after you research it.

 Book | 30

### **Effect**

Effects, of the technology, appear after you research it.
* Militarization allows you to build Barracks, on **Facilities**.
Craft mastery

Expertise in crafting

Expertise in crafting

A science mastery.

* Craft mastery increments Wood production.
* Craft mastery has infinite levels.

### **Access**

Craft mastery appears, on **Technologies**, after you invest the required Knowledge in Science.
* Masteries have infinite levels
* The Knowledge required to access masteries, increases each level.
You can research a Craft mastery, after you invest the required Knowledge.

 2
 3
 ...

### **Research**

You can research masteries, after you invest the required Knowledge.
* You need Books to research masteries, the Books required increase each level.
You gain the bonus after you research a Craft mastery.

 2
 3
 ...

### **Effect**

Craft masteries give a bonus to Craft efficiency.You get the bonus after you research the Craft mastery.
The bonus provided increases with levels.

 1
 2
 3
 ...
Risk

Research gambling

Research larger casino bets

An economy technology

* Risk allows you to play ×10 and ×100, on casino game 2.
* Risk has a requirement to access and research.

### **Access**

* Risk appears, on **Technologies**, after you invest 3 200 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Risk, on **Technologies**, after you invest the required Knowledge.
* You need 200 Tokens and 800 Knowledge to research Risk.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Risk allows you to increase your wager and winnings by ×10 and ×100 on Game 2, at the **Casino**.
Chest heirloom

A rare object

A Chest heirloom is a rare object

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

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

### **Access**

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

 Coin | 50

### **Specifications**

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

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

 Rarity
 Bonus | 1%

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

### **Effect**

You must pick a Chest heirloom, to be your Empire heirloom, to gain its effect.
* A Chest heirloom, increments storage capacity for resources.

When stored, the heirloom does not provide a bonus.

### **Other**

* The chance to get a Chest heirloom is:
	+ 1 in 2 500 after a Trade mission;
	+ 1 in 5 000 if you encounter and defeat enemies, on military Expeditions; and
	+ 1 in 50 000 as an expedition find.

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

**This is a disambiguation notice for Chest heirloom**

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

Chest – item
Contracts

Research resource supply

Research the supply of goods and services

A neutral technology

* Contracts gives a bonus to getting Wood, Mineral, Morale and Knowledge.
* Contracts has a requirement to access and research.

### **Access**

* Contracts appears, on **Technologies**, after you invest 2 000 Knowledge in Science or Economy or Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Contracts, on **Technologies**, after you invest the required Knowledge.
* You need 200 Coin and 500 Knowledge to research Contracts.
* Effects of the technology appear after you research it.

 Knowledge | 500

### **Effect**

Effects, of the technology, appear after you research it.
* Contracts gives a 10% bonus to the production of Wood, Mineral, Morale and Knowledge.
* Contracts gives a 10% bonus to the quantity of Wood and Mineral, got by a Cargo train.

 Knowledge | 10%
Gunnery

Research basic firearms

1 200 Knowledge

Research the design, manufacture and firing of guns

A military technology

* Gunnery allows you to craft Muskets and recruit Musketeers.
* Gunnery has a requirement to access and research.

### **Access**

* Gunnery appears, on **Technologies**, after you invest 18 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Gunnery, on **Technologies**, after you invest the required Knowledge.
* You need 500 Iron, 1 000 Ammo and 1 200 Knowledge to research Gunnery.
* Effects of the technology appear after you research it.

 Knowledge | 1 200

### **Effect**

Effects, of the technology, appear after you research it.
* Gunnery allows you to craft a Musket, on **Crafting**.
* Gunnery allows you to recruit a Musketeer on **Military**.