recursal/Fanatic-Fandom huggingface dataset:
Padma

Traits | Loyal, Patriot, Pacifist, Honest

 **PADMA**  is an agent in Sigma Theory: Global Cold War.

## Biography

A journalism graduate from Delhi and New Delhi, Rani demanded the right to personally cover the Indo-Pakistani conflict in 1999. A frontline war reporter, her live broadcasts under missile fire made her into a minor celebrity. Her constant fight against institutional corruption and for women's rights in the Indian world has won her great popular support but also some powerful enemies. Awarded the Bharat Ratna in recognition of her work, she yearns for her activist years from within her gilded cage.

## Traits

* Loyal
* Patriot
* Pacifist
* Honest

## Recruitment

"Do you want to help the world or rot behind a desk?"

## How to unlock

Finish a game ( even with a game over ) without using corruption
Venom

*This article is a stub. You can help Sigma Theory: Global Cold War Wiki by expanding it.*

 Traits | Firearms Expert, Seducer, Bloodthirsty, Puppet Master, Jinx

**Venom** is an agent in Sigma Theory: Global Cold War.

## Biography

After studying politics, Katie underwent difficult training in the British special forces, but didn't join the army despite her excellent scores. The reason: her psychological profil revealed strong psychopatic tendencies.

Pretty and devoted to her mission, the secret services occasionally call her to help solve troublesome international matters through blackmail - an ideal mission for her, and one in which she takes great pleasure.

## Traits

* Firearms expert
* Seducer
* Bloodthirsty
* Puppet Master
* Jinx

## Recruitment

"I'm looking for someone skilled in seduction and who's not afraid to break some hearts."

## How to unlock

Create a double agent by seducing him/her then broke up
Pure

*This article is a stub. You can help Sigma Theory: Global Cold War Wiki by expanding it.*

 Traits | Puppet Master, Negotiator, Clumsy, Methodical, Pacifist

**.PURE** is an agent in Sigma Theory: Global Cold War, released with the Nigeria - Additional Nation DLC.

## Biography

Kate is a women's rights activist in a country where these same rights do not exist. A tireless diplomat who knows how to use all possible intellectual weapons, from conviction to blackmail, she has succeeded in passing progressive laws that are unimaginable in the cultural context of Nigeria. She is referred to as a possible future president of the nation... if only she had international support. If she had succeeded in winning these battles in Nigeria, she will succeed in convincing scientists to work for us.

## Traits

* Puppet Master
* Negotiator
* Clumsy
* Methodical
* Pacifist

## Other Skills

### Geographic knowledge

* UK
* USA
* Nigeria

## Recruitment

"With my support, you will be able to achieve your political objectives."

## How to unlock

Pure is unlocked with the purchase of the Nigeria - Additional Nation DLC.
Scar

Traits | Master of Disguise, Survivor, Omerta, Puppet Master, Smuggler

 **SCAR**  is an agent in Sigma Theory: Global Cold War.

## Biography

Born to Kurdish parents, Kamîran is a Turkish nationalist who, for ideological reasons, quickly became involved with the police. He was so reliable that he was assigned to the most delicate undercover operations: criminal gangs for the police, tribal clans for the government, Daesh for NATO. His last mission was a failure: he used his own ingenuity to escape after being imprisoned and tortured by the PKK, but he will never be the same again.

## Traits

* Master of Disguise
* Survivor
* Omerta
* Puppet Master
* Smuggler

## Recruitment

Choose option: "It is time to forget the past and make yourself anew."
Storage barn

A **storage barn** is used to store most small sized resources produced in a town. It stores food, herbs, tools, clothing, leather, and wool.

If a market isn't nearby, citizens and workers will visit the closest storage barn to their home to collect the goods that they need.

Storage barns have limited space. As a town grows, its storage requirements will also increase, requiring more storage barns.

The closer storage barns are to buildings that produce resources, the better. Workers have to transport goods from their creation location to storage barns. By keeping storage close, resource production rates can still be high when there are no general laborers available to transport the goods.
Game controls

Learn the basics of the game, including camera movement, constructing basic buildings, assigning workers to jobs, and starting a new town.

## Camera Controls

You can move the camera around by pressing **W**, **A**, **S** and **D**. You can also move the mouse to the edges of the screen to move the camera.

You can rotate the view by pressing **Q** and **E**. Alternately, you can rotate the view by holding the middle mouse button down and dragging the mouse left and right.

You can zoom the camera in and out by pressing **Insert** and **Delete**, or by scrolling the mouse wheel.

Change the pitch of the camera by pressing **Page Up** and **Page Down**.
Stock pile

A **stock pile** is used to store large sized resources produced in a town. It stores logs, stone, iron, firewood. and coal.

If a market isn't nearby, citizens and workers will visit the closest stock pile to their home to collect the goods that they need.

Stock piles maximum storage is related to its size. You can place stock piles as large or small as you like. As a town grows, its storage requirements will also increase, requiring more stock piles.

The closer stock piles are to buildings that produce resources, the better. Workers generally have to transport goods from their creation location to stock piles. By kepping storage close, resource production rates can still be high when there are no general laborers to transport the goods.

Clicking on a stock pile will show the contents of the area.
Market

A **market** is used as a centralized location for all goods that a town produces. Market vendors will visit many different stock piles and storage barns to collect the full variety of resources that the town produces.

Citizens that live near a market will use the market to collect goods, rather than taking long walks to outlying storage areas.

The market can also provide citizens with a large variety of food which will help keep them healthy and happy. Without a market citizens are unlikely to get a varied and balanced diet, since they'll collect all their food from the closest storage barn.

Clicking on the Work button will toggle work at the market. When disabled, vendors won't stock the market with goods.
Sigma Theory: Global Cold War

*This article is a stub. You can help Sigma Theory: Global Cold War Wiki by expanding it.*

 Genre(s) | Turn-based strategy, cyberpunk

**Sigma Theory: Global Cold War** is a futuristic turn-based strategy game by Mi-Clos Studio.

## About the Developer

Mi-Clos Studio is an independent game development studio based in Lyon, France. They are the developers of several other science fiction and fantasy games, including the award winning Out There.

## Game support

Sigma Theory: Global Cold War Wiki is focused on creating the definitive guide to *Sigma Theory: Global Cold War*. However, while we make an effort to be complete, we are not an official game support channel.

The official game support channels can be found here:

* Steam Discussions

## Official pages

* Sigma Theory on Steam
* Sigma Theory on GoG
* Sigma Theory on Twitter
* Sigma Theory on Facebook
Ideal

Traits | Loner, Puppet Master, Methodical, Stubborn, Smuggler

 **IDEAL**  is an agent in Sigma Theory: Global Cold War.

## Biography

A scholar who graduated in literature and political philosophy from the École Normale Supérieure in Paris, Julie is convinced that society is inexorably moving towards a bloody implosion. She founded a secret society called the March of Fools, taking a crypto-anarchist line that brought the society to the attention of the French intelligence services. Charged with vague allegations of planning attacks and publishing terrorist manuals, she served five years in prison. She was released a month ago and everything suggests that prison did nothing but strengthen her convictions.

## Traits

* Loner
* Puppet Master
* Methodical
* Stubborn
* Smuggler

## Recruitment

"We're heading for the apocalypse and I need an expert on the subject."

## How to unlock

Refuse 5 times to give a technology to a lobby
Sister

Traits | Seducer, Bloodthirsty, Jinx

 **SISTER**  is an agent in Sigma Theory: Global Cold War.

## Biography

Aya was probably born to poor parents in a rural village, although nothing is known about her until she joined the Lotus sect at the age of 13. Officially a novice, she was in fact one of the lovers of Toshi Togunaga, the leader of the cult. Both Aya and the cult have gained power over the years: the cult has become a key political and underground economic power in northern Japan. As for Aya, she has used violence, trickery and seduction to rise to the cult's second highest position. Toshi is elderly and at the mercy of his second-in-command - Sigma may be the only thing standing between Aya and power.

## Traits

* Seducer
* Bloodthirsty
* Jinx

## Recruitment

"The secrets of Sigma could allow you to conquer this country."
Resource limits

>

The resource limit tool allows you to set a cap on resource production. It can be used to keep storage space from becoming full.

For example, logs, stone, iron, firewood, and coal are all stored in stock piles. If the town has a steady supply of logs, and isn't producing the other resources very quickly, the constant supply of logs would fill the stockpile and leave no room to store the other resources, such as firewood - which could then result in the townsfolk freezing to death.

While you can always build another stock pile or storage barn for more inventory, space, setting a resource limit can help keep storage from becoming overfull without expanding the town needlessly.

When workers don't work because a resource limit has been hit, they'll act as general laborers.

If storage becomes full, the event log will show a notification that there is no more room to store goods.

Conversely, if the amount of stored inventory is less than 10% of the set limit, the event log will show a notification that the resource is running low.

As your town grows, be sure to periodically increase the resource limits to fully support your town. With a high population and low food limit, starvation can occur.

Resource limits can also be accessed and set on individual buildings that produce a resource. From a crop field you can set the food limit, from a woodcutter you can set the firewood limit, and so on.
Stone

**Stone** is produced by harvesting stone piles on the surface, or by building a quarry. It is used in construction. Regardless of a single large stone or a tight gathering of many smaller ones in a 1x1 space, they will always yield 2 stone when mined by an educated citizen, or 1 stone when mined by an uneducated citizen.
Town statistics

>

The town statistics tool is used to move the current viewpoint to the town hall and open its details. Until a town hall is built, this tool is unavailable.

This can be useful to immediately view the statistics available at the town hall in a large map without having to manually move the camera, and without taking up a camera locations.
Event log

>

The event log lists major events that occur in town, from natural births and deaths, sicknesses, disasters, inventory warnings, and the arrival of nomads and merchants at trading posts.

Clicking on the popup or arrow icon next to the event will focus the view on the event.

Using the buttons on top of the event log, you can enable and disable popups for various event types.

 Enable or disable notifications of natural deaths.
 Enable or disable notifications of unnatural deaths, such as sickness, drowning, accidents, etc.
 Enable or disable notifications of disasters.
 Enable or disable notifications of inventory becoming low and storage becoming full.
 Enable or disable notifications of nomads or merchants arriving in the town.
Volkssturm

* Panzer Corps 2

Volkssturm

Availability

Class

Nations
 Germany

Period
18.10.1944 - 31.12.1946

Statistics

Soft attack
Hard attack
Air attack
Naval attack

2
2
0
1

Target type
Close Def.
Ground Def.
Air Def.

Soft
2
4
16

Moves
Spotting
Range
Initiative

3  Leg
2
0
0

Cost
Eff. Strength
Max Fuel
Max Ammo

60
10
0
5

Other features

Special abilities
 **Mine Killer** : Ignores special rules for minefields (combat occurs normally). Gliders

Volkssturm

General data

Nations
 Germany

Cost
130

Slots
2

Available
18.10.1944 - 31.12.1946

Class
 Infantry

Target type
Soft

Movement
Foot

Combat data

Soft attack
6

Hard attack
11

Air attack
0

Naval attack
1

Ground Defense
6

Air Defense
9

Close Defense
2

Strength
15

Initiative
3

Strategic

Spotting
2

Range
0

Speed
30

Ammo
3

Fuel
0

Traits

Transport
Infantry

**Volkssturm** is a Infantry unit in *Panzer Corps*.

## Background

*This article is a stub. You can help Panzer Corps Wiki by expanding it.*
Orchard

An **orchard** is used to grow fruit and nut trees. An orchard is variable sized. Orchards need farmers to plant, care for, and harvest the fruit and nuts.

Before you can grow trees in an orchard you have to select a seed type to plant using the seed button. If the town doesn't have any fruit or nut seeds, they can be acquired by buying them at a trading post.
Farmers will plant the trees as soon as the orchard is ready. During the autumn, or when the fruit and nuts are mature, the farmers will harvest the orchard. If you want to harvest the crop earlier, you can press the **Harvest** button. It may take several years of growth before the trees produce any yield.

During the harvest, when the workers inventory is full, they'll return the crops to the nearest storage barn.

You can enable and disable work at the orchard by pressing the work button. No planting, harvest, or caring for the trees will occur in the orchard if it is disabled.

If you want to change the type of tree growing in the field, or cut all the trees for wood, you can press the cut button.

The Food Limit control sets the food resource limit. Once the limit is reached, no more food will be produced.

Between planting and harvesting workers will tend the field and help the fruit trees grow. During the winter, the farmers will act as general laborers.

If the weather turns cold early, the fruit and nuts may be ruined. Additionally, orchards can develop infestations that will kill the trees. When this occurs, the fruit can be harvested early. Cutting down all the trees and changing the tree growing in the orchard will help stop the infestation from reoccurring.

## Foods produced

* Cherry
* Peach
* Pear
* Plum
* Pecan
* Walnut
Professions

Most buildings and construction require workers to produce resources. The player has to manage how many workers are in each profession, and modify where they work as your town grows, faces disasters, and changes.

Citizens that have already been assigned a profession but have completed all available work begin to do work fit for a general laborer. To maximize the use of your citizens, make sure there is always skilled work, or change them to a different profession.

* Laborer
* Builder
* Farmer
* Herdsman
* Gatherer
* Fisherman
* Hunter
* Woodcutter
* Forester
* Herbalist
* Blacksmith
* Brewer
* Tailor
* Vendor
* Trader
* Miner
* Stonecutter
* Teacher
* Physician
* Cleric

## Professions tool

 >

The Professions window shows how many citizens are working in each profession, allows you to assign them, and shows how many jobs are currently available.

Increasing the number of workers in one profession will reduce the number of general laborers by one. Likewise, decreasing the number of workers from a skilled profession will increase the number of general laborers.

Pressing the focus button will focus and cycle through all citizens working in the profession.
Cemetery

A **cemetery** is used as a resting place for citizens that have passed away. When a citizen dies, if there is room, a grave will appear in the cemetery. Cemeteries are variable sized - you can have large cemeteries with many graves, or small plots wherever you like.

When a citizen dies, their children and spouse lose happiness. If a spot for a grave in a cemetery is available, the happiness loss won't be as severe. This happiness loss will be recovered over time if the citizen is in a happy environment.

Tombstones will decay after many years, allowing reuse of a full cemetery. Care must be taken in placement of a cemetery. If a cemetery is removed, the tombstones will remain and decay naturally. Only then can the area be used for other purposes.

Citizens living near a cemetery will get a slight happiness boost.
Fishing dock

A **fishing dock** can be built on the edge of a lake or river to allow fishermen to catch fish in the water.

Once a fisherman catches enough fish to fill his or her inventory, they'll return the fish to the nearest storage barn.

The Food Limit control sets the food resource limit. Once the limit is reached, no more food will be produced.
Pressing the work button will enable or disable work at the fishing dock. If work is disabled no fishermen will attempt to catch fish at the building.
Having more than one fishing dock close together will briefly increase the amount of fish caught, but will eventually make them extinct due to overfishing in the same area, greatly hindering food gathering in the long run.
Herdsman

A **Herdsman** tends to livestock in pastures.But don't forget that you need some livestock first of all. You need to buy some livestock from a Trader so a **Herdsman** can do his Job. If you don't have any livestock your **Herdsman** is going to do nothing until you have some animals and a pasture.
Tailor (building)

A tailor can make clothing for the citizens of the town. Citizens can stay outside longer in cold weather if they have good clothing. It also makes them happier. Clothing wears out after several years and needs to be replaced.

When the tailor is low on the materials needed to make clothes, he or she will travel to the nearest storage barn that has them and bring them back to the building. The tailor will then craft clothing.

After clothes have been made, the tailor or a general laborer will pick up the clothes and move them to the nearest storage barn.

The Clothing Limit control sets the clothing resource limit. Once the limit is reached, no more clothing will be produced.
The tailor can make several types of clothing. You can change the type of clothing by selecting a different item using the product button.

**Hide Coats** require leather to make.
**Wool Coats** require wool to make.
**Warm Coats** require both leather and wool. They are twice as warm as either leather or wool coats, allowing citizens to stay warm outside much longer.
Pressing the work button will disable or enable the crafting of clothing at the building.
Playboy

*This article is a stub. You can help Sigma Theory: Global Cold War Wiki by expanding it.*

 Traits | Black Belt, Seducer, Puppet Master

**.PLAYBOY** is an agent in Sigma Theory: Global Cold War, released with the Brazil - Additional Nation DLC.

## Biography

The son of a Brazilian millionaire, Pablo seeks thrills to enliven his mundane existence: parachute jumping and base jumping, combat sports... but more than anything else, Pablo is an irresistible Casanova, and owes his fame to his ability to seduce and then abandon the most beautiful women on the planet. Having a celebrity as a spy might seem counter-intuitive, but what scientist could resist his charm?

## Traits

* Black Belt
* Seducer
* Puppet Master

## Recruitment

"I can provide the thrill you've been searching for."

## How to unlock

Playboy is unlocked with the purchase of the Brazil - Additional Nation DLC.
Harvesting trees

To clear an area of trees to produce logs, select the **Harvest trees tool**, then click and drag over an area of trees to mark them for removal.

Laborers, or any idle worker will help cut down the trees. The resulting logs will be moved to the nearest stock pile. If the workers haven't yet harvested the trees, you can cancel the work by using the cancel removal tool.
Caliph

Traits | Jailbreaker, Omerta, Jinx, Firearms Expert, Smuggler

**Caliph** is an agent in Sigma Theory: Global Cold War.

## Biography

Born in Kinik in eastern Turkey, Baran quickly became involved with militant Sunni Islam and ran away from home to join the Batrides clan in Falujah, Iraq. Initially an imam under his new identity of Omar Al-Falluja, he established an insurgent faction during the US invasion of 2003, then became a founding member of Islamic State but did not share their reliance on systemic violence. Acclaimed as the nest caliph of Daesh, he fled his position, was tracked by Western special forces, and returned to Turkey in the midst of the Sigma crisis.

## Traits

* Jailbreaker
* Omerta
* Jinx
* Firearms Expert
* Smuggler

## Recruitment

"I want to give a Muslim state the means to grow peacefully."
Hunting cabin

A **hunting cabin** can be placed in an open area where wild animals roam. Hunters will search the area around the cabin in search of animals. In addition to providing meat, hunters use the animals hide for leather which can be turned into clothing by a tailor.

Wild animals generally avoid areas of civilization, so it's best to place hunting cabins away from town.

Once a hunter kills an animal, they'll return the meat and leather to the nearest storage barn.

The Food Limit control sets the food resource limit. Once the limit is reached, no more food will be produced.
Pressing the work button will enable or disable work at the hunting cabin. If work is disabled, no hunters will attempt to shoot wild game near the building.
Wooden house

A house is where the residents of your town live. The house provides the occupants with warmth and shelter, a place to raise a family, and a place to store goods that they use. Wooden homes are easy to build but use 100% more fuel to heat than Stone houses.

A family will stock their home with food and fuel to keep themselves well fed and warm. As the family grows, children that reach adult age will start looking for their own home and a spouse. Unless empty homes are available, the will continue to live with their parents.

When there is no fuel to heat a home, or no food for the occupants to eat, status icons will appear above the home.

 There is no food in the home.
 There is no fuel in the home for heating.
When either icon appears, you should focus on producing more food or fuel as starvation and freezing may occur.

Pressing the upgrade button will cause the building to be torn down and a stone house to be built in its place.
Pressing one of the focus buttons will move the view to the selected citizen and show their details.
Hospital

When diseases break out in a town, a **hospital** is used to reduce the length of the sickness and to stop it from spreading. A physician needs to be working at a hospital to make it effective.

Each hospital can only treat 30 patients at once. You'll need more than one hospital and physicians to treat larger outbreaks.

When a citizen becomes sick they'll stop working at their job. If no hospital is available, they will stay near their homes, but will still travel around town to collect food and supplies. Moving among the population when sick will cause the disease to spread.

If there is room in a hospital, the sick citizen will stay there for the length of the disease, and they will have a reduced chance of dying.

Clicking on the work button will toggle enabling and disabling treatment at the hospital. When the hospital is not working, citizens will try to find other hospitals to treat them or return home.
Camera locations

>

The camera locations tool allows you to save the current camera viewpoint so that you can quickly jump back to user selected viewpoints at any time.

After selecting the Camera location tool, you'll be presented with another submenu.

Clicking on one of the five cameras will save the current view. At any time you can press the hotkey associated with the camera to restore the viewpoint.

By default, these keys are **Z**, **X**, **C**, **V**, and **B** - these correspond to camera locations 1, 2, 3, 4 and 5 respectively.
Town Services

The **Town Services** toolbar allows you to construct buildings that improve the happiness and efficiency of your town.

Wells can be built to help put out fires quickly, schools and hospitals provide education and care for townsfolk that are sick. A town hall can help you manage and view town statistics. Chapels and cemeteries improve the happiness of the people.

 Well: Build a well to put out fires quickly.
 School house: Build a school to educate and improve productivity.
 Hospital: Build a hospital to care for those with disease.
 Town hall: Build a town hall to view town statistics.
 Chapel: Build a chapel to increase the happiness of citizens.
 Cemetery: Build a cemetery to decrease loss of happiness.
Collecting iron

>Template:Iron

If you want to clear an area of all resources, you can use the remove resources tool. However, you may only want workers to remove iron ore to produce iron.

Once the collect iron tool is selected, simply click and drag over an area of ore to mark them for removal.

Laborers or any idle worker will help remove the iron. The resulting iron will be moved to the nearest stock pile.

If the workers haven't yet harvested the iron, you can cancel the work by using the cancel removal tool.
Tavern

**Taverns** can be placed in a town to increase the happiness of the citizens that live near them. The happiness bonus is only applied to taverns that have a stock of ale.

A brewer works at a tavern and is required to ferment wheat and fruits into ale.

When the tavern is low on the materials needed to make ale, the brewer will travel to the nearest storage barn that has them and bring them back to the building. They will then begin fermenting the resource into ale.

After ale has been made, it will be stored in the tavern for idle citizens to enjoy.

The Alcohol Limit control sets the ale resource limit. Once the limit is reached, no more ale will be produced.
You can change the type of ale produced by selecting a different item using the product button. The brewer can make ale by fermenting one of the following:

**Wheat**
**Apples**
**Berries**
**Cherries**
**Peaches**
**Pears**
**Plums**
Pressing the work button will disable or enable the fermenting of all at the building.
Dirt road

Dirt roads can be placed to increase the speed that citizens walk when they are moving from place to place. Stone roads can be built for even faster walking speeds, but come at a much higher expense.

Roads require builders to be available before they can be constructed. After placing roads, the builders will work on each section of road, removing rocks, iron ore, and trees that are in the way, and paving the path for citizens to walk on.

Buildings with included roads (Market and Well) always produce dirt roads around them. These dirt roads do not remove existing stone roads.
Collecting stone

>Template:Stone

If you want to clear an area of all resources, you can use the remove resources tool. However, you may only want workers to remove rocks to produce stone.

Once the collect stone tool is selected, click and drag over an area of rocks to mark them for removal.

Laborers, or any idle worker will help remove the rocks. The resulting stone will be moved to the nearest stock pile.

If the workers haven't yet harvested the rocks, you can cancel the work by using the cancel removal tool.
Forester lodge

A **Forester Lodge** defines an area where foresters will plant and later chop down mature trees, making logs.

It may take many years for an area maintained by foresters to produce a good amount of logs, but once established, it's a great way to avoid clear cutting the forest.

If a few trees remain in an area not maintained by foresters, the forest will still grow naturally. Trees will die, and seeds will take root to grow into new trees. This process, however, takes more time, and the forests are less full than an area with a forester lodge.

Pressing the cut button will disable or enable the cutting of mature trees. When trees are cut, foresters will return the logs to the nearest stock pile.
Pressing the plant button will disable or enable the planting of new saplings.

The Log Limit control sets the log resource limit. Once the limit is reached, no more logs will be produced.
Resource Production

The resource production toolbar allows you to construct buildings which create resources that the population needs.

Clothes can be made by a tailor, tools can be made by a blacksmith, and firewood can be made by a woodcutter. Other buildings produce resources from the land, such as finding herbs in the forest to increase health and mining the land for stone, iron or coal.

 Wood cutter: Build a wood cutter to chop logs into firewood.
 Forester lodge: Build a forester to plant and cut down trees.
 Herbalist: Build an herbalist to collect herbs and provide medicine.
 Blacksmith: Build a blacksmith to create tools from logs, coal, and iron.
 Tailor: Build a tailor to make clothes from leather and wool.
 Tavern: Build a tavern to provide happiness to citizens.
 Mine: Build a mine to dig iron or coal from the ground.
 Quarry: Build a quarry to cut stone from the ground.
Stone house

A stone house works exactly the same way that a wooden house does. The house provides the occupants with warmth and shelter, a place to raise a family, and a place to store goods that they use. Stone homes require more resources to build than wooden houses but they use fuel more efficiently.

A family will stock their home with food and fuel to keep themselves well fed and warm. As the family grows, children that reach adult age will start looking for their own home and a spouse. Unless empty homes are available, the will continue to live with their parents.

When there is no fuel to heat a home, or no food for the occupants to eat, status icons will appear above the home.

 There is no food in the home.
 There is no fuel in the home for heating.
When either icon appears, you should focus on producing more food or fuel as starvation and freezing may occur.

Pressing one of the focus buttons will move the view to the selected citizen and show their details.
Pressing the Inventory button will display what is stored in the home, which consists of food to eat and fuel to heat the home.
Wood cutter

A woodcutter working at a wood cutters building will chop logs into firewood. Firewood is used by all citizens to heat their homes. Without a heated home in the winter, citizens may freeze to death.

When there are no logs in the wood cutters inventory, he or she will travel to the nearest stock pile that has logs and bring them back to the building. The worker will then cut the logs into firewood.

After firewood has been cut, the wood cutter will pick up the firewood and store it in the nearest stock pile.

The Fuel Limit control sets the firewood resource limit. Once the limit is reached, no more firewood will be produced.
Pressing the work button will enable or disable work at the building. If work is disabled, no more firewood will be produced.
Banished Wiki

**Welcome to the Banished Wiki!**
The community wiki for Shining Rock Software's city-building strategy game for the PC.
We are currently maintaining 658 pages (121 articles).

About Banished
*Banished* is a city-building strategy game in which the player controls a group of exiled travelers who decide to restart their lives in a new land. They have only the clothes on their backs and a cart filled with supplies from their homeland.
The objective of the game is to keep the population alive and grow it into a successful culture. Options for feeding the people include hunting and gathering, agriculture, trade, and fishing. However, sustainable practices must be considered to survive in the long term.

Survival
Surviving the winters will be among the greatest challenges facing the player. The town's tailors can make clothing, and its people can build houses and burn firewood. But necessities have a price — Cutting down forests reduces the deer population which can be hunted for food. Although the city's foresters can plant new trees, the cures for many diseases can only be found in forests that have existed for decades.
Farming for many seasons in one place will ruin the soil. Taking fish and game faster than they reproduce will lead to extinction, and possibly starvation.

* Getting Started
* Tools and Reports
* Homes and Housing
* Roads and Bridges
* Storage, Markets and Trade
* Town Services
* Food Production
* Resource Production
* Professions
* Resources
* Food
* Buildings
* Disasters
* Tips and Tricks

Wandering nomads can join the town to grow the population quickly, but allowing them in increases the chance of illnesses from far off lands!

Community
Recent changes | New pages | Missing pages

How to help
See how you can help contribute to the Banished Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
Register an account to keep track of your contributions.
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Research Silver Fluid

This special research project can be bought from "Krazy Eddy's Technology Emporium" for 3200 BC.

**Polaron Boost (Technology Benefit; Speed)**

*Research into the silver fluid has given us major insight new ways to literally lubricate our ships with polarons as they travel in a Warp Field, providing +6 AU per turn to our fleet speeds. One of our bolder scientists took it upon himself to test Krazy Eddy's claim regarding the superior taste of the liquid. Before he died, he reported that it tasted quite lovely.*
Enigma

Traits | Hacker, Loner, Anvil, Honest, Weak-willed

 **ENIGMA**  is an agent in Sigma Theory: Global Cold War.

## Biography

It was when she was in her second year studying mathematics at Oxford that her lecturer noticed Margaret’s brilliance: as an autistic mathematical genius, the infinite expanse of numbers transforms before her eyes and there are no barriers to her intellectual performance. She didn't question theorems, she shattered them like glass. The secret service immediately enrolled her into its ranks in the MI-0 service, the highly select British cryptanalysis service where Margaret has repeatedly saved the Western world by deciphering enemy military codes and techniques. Melancholic and solitary, socially awkward and focused on her work, Margaret could be a key asset if her talents are used wisely.

## Traits

* Hacker
* Loner
* Anvil
* Honest
* Weak-willed

## Recruitment

"I've come to rescue you from your loneliness."
Exfiltrations

There are 10 intermediary points. It can be more or fewer depending on:

* Agent knows the city
* Country is in red alert
* Initial alert state is > 8

Every point is an "Adventure". Adventures are dialogues between the player and the agent.

An adventure gives **two** options. Those options can have different outcomes and probabilities. Those options have **modifiers**.

#### Modifiers

* Physical Capacity (+ 1 = +10%,  +2 = +20% , +3 = +35% , over +3 = +50%)
* Mental Capacity (+ 1 = +10%,  +2 = +20% , +3 = +35% , over +3 = +50%)
* Knows the city (if yes : +X% success)
* Wheelman (if yes : +X% success)
* Hacker (if yes: +X% success)
* Disguise (if yes : +X% success)
* Seducer (if yes : +X% success)
* Surveillance or combat drone (if yes : +X% success)

#### Possible outcomes of each adventure:

* Move agent on continuous path
* Move agent on alternative path
* Increase or decrease alert level
* Threat movement
* Threat discovery (police etc.)
* Threat resolved
* Agent proceeds 2 points
* Increase or decrease agent's health
* Discover a weapon
* Lose a weapon
* Gain a drone
* Lose a drone
* Immediate fight with threat

### Alternative Path

An alernative path is created on agent's path that gives more options to the agent.

### Drones

* The surveillance drone reveals all threats and makes the alternative path visible.
* The combat drone can be used to eliminate one threat during the exfiltration - this threat is replaced by a neutral point.

### Challenges

Each exfiltration consists of multiple challenges that you have to overcome. When overcoming them, certain traits are helpful.

More hidden stuff to be detailed later.
Crop field

A **crop field** is used to grow vegetables and grains. A crop field is variable sized - allowing both large and small areas. Crop fields need farmers to plant, care for, and harvest the crop.

Before you can grow a crop you must select a seed type to plant using the seed button. If the town doesn't have any seeds, they can be acquired by buying them at a trading post.

## Crop Size Yields by Number of Farmers

* Credit to Esio on Youtube for this
* The Spreadsheet showing the Numbers

## Foods produced

* Bean
* Cabbage
* Corn
* Pepper
* Potato
* Pumpkin
* Squash
* Wheat
Priority tool

>

The priority tool allows you to change the order that the citizens of your town perform work.

In general, workers will perform work in the order that it was created. If you place a blacksmith, several wooden houses, and then a storage barn, they will be built in that order: blacksmith, houses, then the storage barn.

If for some reason you want to change this order, you can use the priority tool. Simply click and drag over the terrain, highlighting the areas that you wish to be worked first.

Note that if work can't be completed, increasing the priority won't do anything until the work can be completed. For example, if you are trying to build a blacksmith, and there is no iron available, builders won't be able to complete the building and they will move onto work they can perform.
Resources

There are many **resources** that a town will produce, trade, and use for survival.

* Logs are produced by cutting down trees and from the work of a forester. They are used in the construction of buildings, firewood, and tools. Regardless of the type or size of a tree, it will always yield 2-3 logs when cut down.
* Stone is produced by harvesting stone piles on the surface, or by building a quarry. It is used in construction. Regardless of a single large stone or a tight gathering of many smaller ones in a 1x1 space, they will always yield 2 stone when mined by an educated citizen, or 1 stone when mined by an uneducated citizen.
* Iron is found in deposits on the surface, or by building a mine. It is used in construction and the creation of tools.
* Firewood is used to heat homes, and is created by chopping logs into firewood using a wood cutter.

Wood houses need roughly 30 firewood per year, stone houses need 15.

* Coal must be mined from the earth or purchased through trade. It can be used by a blacksmith to make steel tools, but also provides an alternate heat source to firewood.
* Leather comes from operating a hunting cabin or by slaughtering cattle in a pasture. It is used to make clothing.
* Wool comes from sheep raised in a pasture and is used in making clothing.
* Food is produced by hunters, gatherers, fishermen, crop fields, orchards, and pastures.
* Herbs are used to keep citizens healthy when their diet is poor. They are collected by an herbalist.
* Tools are made by a blacksmith. They are required by all workers to perform their jobs.
* Clothing is used to keep citizens warm in the winter. It is crafted by a tailor.
* Alcohol is produced by a tavern. Living near a tavern and drinking ale can make citizens happier.
Path tool

>

The path tool allows you to see the ideal paths that workers will take from their homes to their workplaces, or from workplaces to homes. Once the path tool is selected, simply click on a home or workplace to show the paths that workers will take.

Because workers need to periodically return home to eat and get warm in the winter, it's generally better to have short paths from homes to workplaces, wince the workers will spend more time working than walking, which will result in higher resource production.

If you find workers taking long paths, you can try to build more homes near the work places. After a while, the workers will move into the new homes, or swap jobs with their neighbors to minimize the distance from their home to their workplace.

You can also build bridges and tunnels to connect areas and make paths from homes to work shorter.
Well

Wells are common meeting place for citizens. In their idle time they may visit the well. This helps make them happier.

A well is also used to put out fires. If a fire breaks out, citizens will go to the closest source of water to put the fire out faster.

Citizens will use rivers and streams as a water source, but farther inland, wells are the only option to put out a fire quickly.
Construction ship

Construction Ship: Once mainly used to make refueling depots or other niche structures, such as refueling stations.

In the sector zero DLC they are seemingly only used for building in hexes where there are no planets or asteroid belts. The space station will only be built in the exact center of the hex, the ship must be moved into the hex first before the option to build it will show up. After the initial unfortified station is built (essentially a refueling station) , a space station (like ones that guard planets) can be built, or a listening post that gives sensor info on nearby sectors. Once the fortified station is built, it can be upgraded with listening post sensors as well. The construction ship must remain for the build duration of these, and is not destroyed by building anymore.
Blacksmith (building)

A blacksmith can make new tools. Citizens need tools to do any work other than carrying goods from place to place.

If a citizen doesn't have a tool, they will work much slower and resource production will be severely limited. The more work that is done with a tool, the faster it will wear out and need replacing.

When the blacksmith is low on the materials needed to make tools, he or she will travel to the nearest stock pile that has them and bring them back to the building. the blacksmith will then craft tools.

After the tools have been made, the blacksmith or a general laborer will pick up the tools and store them in the nearest storage barn.

The Tool Limit control sets the tool resource limit. Once the limit is reached, no more tools will be produced.
The blacksmith can make two kinds of tools. You can change the type of tool produced by selecting a different item using the production button.

**Iron Tools** require logs and iron to make.

Pressing the work button will disable or enable the crafting of tools at the building.
Banished

## What is Banished?

Welcome to the world of Banished! In this city-building strategy game, set to be released sometime in mid to late 2013, you control a group of exiled travelers who decide to restart their lives in a new land. They have only the clothes on their backs and a cart filled with supplies from their homeland.

The objective of the game is to keep the population alive and grow it into a successful culture. Options for feeding the people include hunting and gathering, agriculture, trade, and fishing. However, sustainable practices must be considered to survive in the long term.

## Survival

Surviving the winters will be among your greatest challenges. Your tailors can make clothing, your people can build houses and burn firewood. But necessities have a price—Cutting down forests reduces the deer population you can hunt. Although your foresters can plant new trees, the cures for many diseases can only be found in forests that have existed for decades.

Farming for many seasons in one place will ruin the soil. Taking fish and game faster than they reproduce will lead to extinction, and your starvation.

Wandering nomads can join your town to grow the population quickly, but allowing them in increases the chance of illnesses from far off lands!

## Gameplay

The townspeople of Banished are your primary resource. They are born, grow older, work, have children of their own, and eventually die. Keeping them healthy, happy, and well-fed are essential to making your town grow. Building new homes is not enough—there must be enough people to move in and have families of their own.

Banished has no skill trees. Any structure can be built at any time, provided that your people have collected the resources to do so. There is no money. Instead, your hard-earned resources can be bartered away with the arrival of trade vessels. These merchants are the key to adding livestock and annual crops to the townspeople’s diet; however, their lengthy trade route comes with the risk of bringing illnesses from abroad.

There are eighteen different occupations that the people in the city can perform from farming, hunting, and blacksmithing, to mining, teaching, and healing. No single strategy will succeed for every town. Some resources may be more scarce from one map to the next. The player can choose to replant forests, mine for iron, and quarry for rock, but all these choices require setting aside space into which you cannot expand.

The success or failure of a town depends on the appropriate management of risks and resources.
Cordrazine

Cordrazine are a race of vain molluscs native to Cordron Ot in the Cordron System. Their empire is called the **Cordrazine Collective**. The **Owlwoks** are a race native to Cordron Ot who have been enslaved by the Cordrazine.

## Description

Cordrazine are very large molluscs who possess a soft inner body surrounded by a hard outer shell. They have a single large eye in the front-center of their bodies. Cordrazine are totally immobile and as such are reliant on their strong mind control pheremones to force enslaved races to do their bidding. Cordrazine appear to be extremely vain and self-centered, moreso than even the Chukk. The chief slave race of the Cordrazine are the Owlwoks, who are native to the Cordrazine homeworld and are hopelessly enslaved. Owlwoks do virtually all work in Cordrazine society, including farming, manufacturing, research, fighting, flying and espionage.

## Racial traits

The default racial traits for Cordrazine are:

* Agriculturally Inclined
* Inspired Workers
* Slow Breeders
* Adept Slavers

## Personality

The Cordrazine AI personality is randomised from the following traits:

* Greedy
* Prideful
* Technologists
* Expansionists
* Good

## Notable Cordrazine

* **Fabiana**, leader of the Cordrazine Collective.
* Fabulo, Vain Slavemaster.

## Ships

Cordrazine ships are angular and bird-shaped, with sharp angles.

### Combat hulls

* ??? (Fighter)
* Litving (Corvette)
* Metving (Frigate)
* Storving (Cruiser)
* Dodaving (Battleship)
* Mordaving (Titan)

### Non combat hulls

* Freighter
* Colony Ship
* Construction ship

## Trivia

* Cordrazine was a medicine used in *Star Trek Voyager*, Season 1 Episode 8, "Emanations" to revive Ensign Kim. Time index 40:57. It also was used in *The Next Generation*, Season 3 Episode 16, "Ethics" to revive Lieutenant Worf. Time index 38:04. Both times to stimulate brain activity, ironically the exact opposite affect of the chemical used by the Cordrazine race.