recursal/Fanatic-Fandom huggingface dataset:
Chemicals

Manufactured chemicals

Chemicals manufactured in a laboratory

Chemicals are used in crafting, research and trade.

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

### **Access**

Chemicals appear, after you build your first Laboratory.
* You need 5 Frame and 20 Glass, to build your first Laboratory.

 Glass | 20

* You can get Chemicals from a Laboratory, on **Buildings**.

### **Storage**

 Your maximum available Chemicals is limited by storage capacity.
* Storage for Chemicals is provided by some buildings, on **Buildings**.

 Repository | 3

* Other factors increment storage.

### **Production**

* Active Laboratories produce Chemicals by employed Scientists.

#### **Bonuses to production**

* Other factors increment Chemicals production.

### **Uses**

* Chemicals are used, to:
	+ research, on **Technologies**;
	+ maintain active Workshops and craft items, on **Crafting**; and
	+ trade, from the **Dock**.

### **Other**

* You can export Chemicals with a Trade mission, from the **Dock**.

 Chemicals
Elisia

A leader of people

500 Mineral storage

Making, makes us human

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

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

### **Access**

Elisia 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 Elisia, increases their level.

* Elisia provides a bonus per level.

 Water storage | 500

No bonus is provided at level 0.

### **Other**

* Elisia provides 1 legacy, before any bonuses, if you explore a new continent.
Rampage

Research greatswords

Research a two-handed sword

A military technology

* Rampage allows you to craft a Greatsword and recruit a Bersek.
* Rampage has a requirement to access and research.

### **Access**

* Rampage appears, on **Technologies**, after you invest 3 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Rampage, on **Technologies**, after you invest the required Knowledge.
* You need 1 000 Swords and 800 Knowledge to research Rampage.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Rampage allows you to craft a Greatsword, on **Crafting**.
* Rampage allows you to hire a Bersek, on **Military**.
Casino game 3

## Game 3

### Category:

Casino games

Slots

Gamble with Coin, on game 3, at the **Casino**.

### **Access**

Game 3 appears, at the **Casino**, after you research Luck on **Technologies**.

* You can play game 3, after you research Luck.

* Luck has a requirement to access and research.

 Book | 50

### **Play**

choose stake,

*(write some stuff here, add screencapture*

### **Win**

win coin

*(write some stuff here , table, diamond}*
Fountain

Fountains produce water

Fountains provide water.

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

* A Fountain has a requirement to access and requires some resources to construct.
* Fountains produce and provide storage for Water.

### **Access**

Fountain appears, on **Buildings**, after you build a Warehouse.
* You can build Fountains, after you construct your first Warehouse.
* You need 20 Wood and 10 Mineral to build your first Warehouse.

 Mineral | 10

### **Construction**

You can build a Fountain on **Buildings**, after you build your first Warehouse.

* You need 6 Mineral, to build your first Fountain.
* You need 35% more Mineral, each time you build another one.

 1
 2
 3

### **Production**

* Fountains produce 0.4 Water per second.

 Water | 0.40 per second

* Other factors increment Water production.

### **Storage**

* Each Fountain, you build, provides storage for 5 Water.

 Water | 5

* Other factors increment storage.

### **Other**

* Your available Water, storage capacity, production rate and any bonuses to production, displays after you build your first Fountain.
Foehn

A leader of people

+10% Fire

+15% Cargo capacity

Take what you can, give nothing back

You can grant Titles to Foehn, on **Leaders**,  after you research the required technology.

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

### **Access**

Foehn appears on **Leaders**, after you research Sea captain on **Technologies**.
* Sea captain has a requirement to access and research.

 Knowledge | 1 200

### **Bonus**

 Each Title granted to Foehn, increases their level.

* Foehn provides a bonus per level.

 Cargo capacity | +15%

No bonus is provided at level 0.

### **Other**

* Foehn provides 1 legacy, before any bonuses, if you explore a new continent.
Elephant

An elephant found in the wild

A domesticated elephant

Elephants are used by military and for research.

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

* You can get some Elephants, when you explore, after you research Domestication.
* Domestication has a requirement to access and research.

 Knowledge | 800

### **Uses**

* Elephants are used, to:
	+ recruit War elephants, on **Military**; and
	+ research, on **Technologies**.

 research | Camps | 2

### **Other**

* There is a 5% chance to find Elephants, on expeditions, after you research Domestication and no enemies appear.
Military outpost

An outpost in conquered territory

An outpost in conquered territory

You can construct a Military outpost, on **Buildings**.

* A Military outpost has a requirement to access and requires some resources and Territory to construct.
* Military outposts provide storage for Morale; grant Titles; and accommodate Population.

### **Access**

Military outpost appears, on **Buildings**, after you research Camps on **Technologies**.
* You can build Military outposts after you research Camps.
* Camps has a requirement to access and research.

 Knowledge | 800

### **Construction**

You can build a Military outpost, on **Buildings**, after you research the required technology.
* You need 10 Frame, 400 Sword, 20 Armor and Territory, to build your first Military outpost.
* You need 30% more resources, each time you build another one.

* Each Trade, Scientific and **Military outpost** requires Territory.
	+ Your first outpost requires 400 Territory.
	+ You need 20% more Territory, each time you build any outpost.

 1
 2
 3

### **Storage**

* Each Military outpost, you build, provides storage for 3 Morale.

 Morale | 3

* Other factors increment storage.

### **Other**

* Each Military outpost, you build, increases your Population by 10.

* Each Military outpost grants one Title.

 Titles | 1
Mine

Mines produce mineral

Mines provide Mineral

You can construct a Mine on **Buildings**.

* A Mine has a requirement to access and requires some resources to construct.
* Mines produce Mineral.

 Lumbermill | build on**Buildings** | Wood | 3

### **Construction**

You can construct a Mine, on **Buildings**, after you build your first lumbermill.
* You need 2 Wood and 3.5 Mineral, to build your first Mine.
* You need 10% more resources, each time you build another one.

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

### **Production**

* Mines produce 0.2 Mineral per second.

 Mineral | 0.20 per second

* Other factors increment Mineral production

### **Other**

* Your first Mine, gives access to a Warehouse, on **Buildings**.
Player Tools

Tools to aid gameplay

Player tools

Use and share tools to aid gameplay

* Tools to help players

#### **Fleet Strength Calculator**

* Online page where you can download a spreadsheet, that you can edit, to calculate fleet fights in your game.

#### **Building Cost Calculator**

* Link downloads an MS Excel spreadsheet, that you can edit, to calculate costs in your game.

#### **CPU Optimizer**

* Online page from where you can copy and paste a script, into your browser's console, to improve computer performance for game.
War games

Research military strategy

Research military planning

A military technology

* War games allows you to gather Plans from the enemy and use them to make strategies.
* War games has a requirement to access and research.

### **Access**

* War games appears, on **Technologies**, after you invest 200 000 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research War games, on **Technologies**, after you invest the required Knowledge.
* You need 250 Morale and 20 Books to research War games.
* Effects of the technology appear after you research it.

 Book | 20

### **Effect**

Effects, of the technology, appear after you research it.
* War games gives a 50% chance for your intelligence service to produce Plans, if you defeat enemies in a Fight.
* War games gives access to Strategy on **Technologies**.
Plans

Strategic military plans

Strategic plans

Plans can be compiled into military books

* Your available Plans are listed, in an inventory, after you get some.

 Barracks | build on**Facilities** | Concrete | 20 000

* Other factors  increment production.

 Strategy | Book | 2 500

### **Other**

* There is 50% chance your intelligence service produces Plans, after you research War games and defeat enemies.
Metallurgy

Research metals

5 Iron

Research on metals

* Metallurgy provides a bonus to getting Copper and Iron, and allows a Smelter to smelt a bit of Gold.
* Metallurgy has a requirement to access and research.

### **Access**

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

### **Research**

You can research Metallurgy, after you build 3 Libraries. Effects of the technology, appear after you research it.You need 200 Food, 10 Copper and 5 Iron, to research Metallurgy.

 Iron | 5

### **Effect**

Effects of the technology appear, after you research it.
* Metallurgy allows a Smelter to smelt 0.001 Gold per second, before any bonuses.

* Metallurgy, increments, by 10%:
	+ Iron production;
	+ Copper production; and
	+ the Iron and Copper, got by a Cargo train.

 Copper | 10%
Patents

Research patents for new ideas

Research legal rights for inventions

An economy technology

* Patents allows you to publish a Book, to further advance your research.
* Patents has a requirement to access and research.

### **Access**

* Patents appears, on **Technologies**, after you invest 65 000 Knowledge in Economy.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Patents, on **Technologies**, after you invest the required Knowledge.
* You need 10 000 Coin and 2 000 Knowledge to research Patents.
* Effects of the technology appear after you research it.

 Knowledge | 2 000

### **Effect**

Effects, of the technology, appear after you research it.
* Shareholding you to publish Patents, on **Technologies**.
Train station

Train stations accomodate trains

Train stations are used by trains

You can construct a Train station, on **Buildings**.

* A Train station has a requirement to access and requires some resources to construct.
* A Train station accommodates Trains and gives access to new areas of the game.

### **Access**

Train station appears, on **Buildings**, after you research Rail transport on **Technologies**.
* You can build a Train station, after you research Rail transport.
* Rail transport has a requirement to access and research.

 Knowledge | 2 000

### **Construction**

You can build a Train station, on **Buildings**, after you research the required technology.
* You need 100 000 Wood, 500 Iron and 50 Frame, to build your first Train station.
* You need 20% more resources, each time you build another one.

### **Storage**

* A Train station accommodates 2 Trains.

 Train | 2

### **Other**

* Your first Train station, gives access at **Market**, to:
	+ a display of your total Trains and maximum allowed;
	+ a Cargo train; and
	+ an option to get resources with trains.
Glassblowing

Research bottles

Research on shaping molten glass

A science technology

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

### **Access**

* Glassblowing appears, on **Technologies**, after you invest 2 500 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Glassblowing, on **Technologies**, after you invest the required Knowledge.
* You need 20 Glass and 500 Knowledge to research Glassblowing.
* Effects of the technology appear after you research it.

 Knowledge | 500

### **Effect**

Effects, of the technology, appear after you research it.
* Glassblowing allows you to craft Bottles, on **Crafting**.
Steel tools

Research better tools

+30% Food production

+10% Iron production

+10% Copper production

+10% Tin production

+5% Steel production

Research better tools to improve production

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

### **Access**

* Steel tools appears, on **Technologies**, after you build 6 Libraries on **Buildings**.
You can research the technology, after you build 6 Libraries.

### **Research**

You can research Steel tools, after you build 6 Libraries. Effects of the technology, appear after you research it.
* You need 10 Steel, to research Steel tools.

 Steel | 10

### **Effect**

Effects of the technology, appear after you research it.
* Gives bonuses to:
	+ the production of some resources; and
	+ some resources got by a Cargo train.

 Steel | 5%
Musket

A basic firearm

300 Steel

A rudimentary firearm

Muskets are used by Musketeers.

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

### **Access**

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

 Knowledge | 1 200

### **Craft**

You can craft a Musket on **Crafting**, after you research the required technology.
* You need 500 Wood, 500 Iron and 300 Steel to craft a Musket.

 Steel | 300

* You can increase the number of Muskets, 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 Muskets directly from the inventory.

### **Uses**

* A Musket is required to recruit a Musketeer on **Military**.

 recruit | Musketeer | 1
Patent

Publish details of new designs

Book with all sorts of blueprints and inventions which can be used for new technologies

* Patent is available after you research the required techonolgy.

* You need Coin to publish a Book with Patent.

### **Access**

Patent appears on **Technologies**, after you research Patents.

* You can publish a Book with a Patent after you research the technology.

* The technology has a requirement to access and research.

 Knowledge | 2 000

### **Craft**

You can publish a Book with Patent, after you research the technology.

* You need 2 500 Coin to craft a Book with Patent.

 Coin | 2 500

* Multicraft and mass production does not affect crafting books with Patents; v0.9.3 beta.
Titles

Titles to grant to leaders

Titles for your leaders

Titles can be granted to leaders for bonuses and also provide Legacy.

* You need to build a Castle to allow Titles.

* Each Castle, Trade outpost, Scientific outpost and Military outpost grants one Title.

### **Access**

Your unallocated Titles displays after you build your first Castle, on **Buildings**.

* You need 5 Gold and 50 Blocks, to build your first Castle.

 Block | 50

### **Increase**

You can get Titles from some buildings, on **Buildings**;

 Military outpost | 1

### **Uses**

* You can grant Titles to leaders, on **Leaders** to gain bonuses.

### **Other**

* Each Title gains 1 Legacy, before any bonuses, when you explore a new continent.

 Title

* Titles are not taken to your new lands when you [Explore new continent|explore a new continent]].

* After you explore a new continent, you can 'Respec' Titles (unallocate them), at a cost of Treasures, on **Leaders**.
Spear

A basic weapon

A spear made of wood and copper

Spears are used by your military and for research.

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

### **Access**

Spear appears, on **Crafting**, after you research Basic weapons on **Technologies**.
* You can craft a Spear after you research Basic Weapons
* Basic weapons has a requirement to access and research.

 Copper | 5

* You can, also:
	+ get some Spears from expeditions, on **Military**; and
	+ buy some from the Merchant, at **Market**.

### **Craft**

You can craft a Spear, on **Crafting**, after you research the required technology.
* You need 50 Wood and 3 Copper, to craft a Spear.

 Copper | 3

* You can increase the number of Spears, 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 Spear directly from the inventory.

### **Uses**

* Spears are used, to:
	+ recruit, on **Military**; and
	+ research, on **Technologies**.

 research | Militarization | 300 000

### **Other**

* There is 5% chance to find Spears, on expeditions, after you research Basic weapons and no enemies appear.

* There is a chance the Merchant, will offer you some Spears.
Enigma heirloom

A rare object

A Enigma heirloom is a rare object

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

* A Enigma heirloom gives a bonus, to automated crafting, when picked as your Empire heirloom.
* You can get a Enigma 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 Enigma heirloom from Expeditions or Trade missions
* You can get a Enigma heirloom, from:
	+ expeditions after you research Exploration; and
	+ Trade missions after you research Trade.

 Coin | 50

### **Specifications**

A Enigma 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 Enigma heirloom, to be your Empire heirloom, to gain its effect.
* A Enigma heirloom, increments automated crafting of items by 1%.

An Enigma heirloom does not affect the automated production of Cement and ConcreteWhen stored, the heirloom does not provide a bonus.

### **Other**

* The chance to get a Enigma heirloom is:
	+ 1 in 10 000 after a Trade mission;
	+ 1 in 20 000 if you encounter and defeat enemies, on military Expeditions; and
	+ 1 in 200 000 as an expedition find.

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

People to employ

Citizens of your empire

Population is required for jobs, military, train crews and also provides legacy.

* You need to build a House to access Population.

* Your available population can be increased with some buildings, Titles and with Barracks.

### **Access**

Your allocated and total Population displays, after you build your first House, on **Buildings**.

* You need Wood, Mineral and Food to build a House.

 Food | 15

### **Increase**

* Population is increased, by:
	+ some buildings, on **Buildings**;
	+ granting Titles to Xochiquetzal, on **Leaders**; and
	+ Barracks, on **Facilities**.

### **Uses**

* You can allocate your Population, as:
	+ your workforce, on **Jobs**;
	+ your army, on **Military**; and
	+ crew for trains, at **Market**.

### **Other**

* Population is not lost when your Sailors and military units are lost in combat.

* Every 10 Population gains 1 Legacy, before any bonuses, when you explore a new continent.

 10
Relic heirloom

A rare object

A Relic heirloom is a rare object

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

* A Relic heirloom gives a bonus, to Global production, when picked as your Empire heirloom.
* You can get a Relic 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 Relic heirloom from Expeditions or Trade missions
* You can get a Relic heirloom, from:
	+ expeditions after you research Exploration; and
	+ Trade missions after you research Trade.

 Coin | 50

### **Specifications**

A Relic 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 Relic heirloom, to be your Empire heirloom, to gain its effect.
* A Relic heirloom, increments Global production by 1%.

When stored, the heirloom does not provide a bonus.

### **Other**

* The chance to get a Relic heirloom is:
	+ 3 in 10 000 after a Trade mission;
	+ 3 in 20 000 if you encounter and defeat enemies, on military Expeditions; and
	+ 3 in 200 000 as an expedition find.

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

**This is a disambiguation notice for Relic 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.

Relic – casino object
Market (building)

## Market

Markets improve trade

Markets enable trade

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

* A Market has a requirement to access and requires some resources to construct.
* A Market gives access to the **Market** and increases market trade ratios.

### **Access**

Market appears, on **Buildings**, after you research Exchange on **Technologies**.
* You can build Markets, after you research Exchange.
* Exchange has a requirement to access and research.

 Coin | 3

### **Construction**

You can build a Market, on **Buildings**, after you research the required technology.
* You need 500 Wood and 1 Coin, to build your first Market.
* You need 60% more resources, each time you build another one.

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

### **Other**

* Your first Market gives access to the **Market**, where you can buy some resources.

* Each Market, you construct, increments market trade ratios by 5%.
Scientific outpost

An outpost in conquered territory

An outpost in conquered territory

You can construct a Scientific outpost, on **Buildings**.

* Scientific outposts have a requirement to access and require resources and Territory to construct.
* A Scientific outpost produces Knowledge; grants a Title; and accomodates Population.

### **Access**

Scientific outpost appears, on **Buildings**, after you research Investigation on **Technologies**.
* You can build Scientific outposts after you research Investigation.
* Investigation has a requirement to access and research.

 Knowledge | 800

### **Construction**

You can build a Scientific outpost, on **Buildings**, after you research the required technology.
* You need 10 Frame, 20 Glass and Territory, to build your first Scientific outpost.
* You need 30% more resources, each time you build another one.

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

* Each Trade, **Scientific** and Military outpost requires Territory.
	+ Your first outpost requires 400 Territory.
	+ You need 20% more Territory, each time you build any outpost.

 1
 2
 3

### **Production**

* A Scientific outpost produces 0.02 Knowledge per second.

 Knowledge | 0.02 per second

* Other factors increment Knowledge production

### **Other**

* Each Scientific outpost, you build, increases your Population by 10.

* Each Scientific outpost grants one Title.

 Titles | 1
Fireship (research)

## Fireship

Research fireships

1 000 Knowledge

Research ships that shoot fire

A military technology

* The Fireship technology allows you to build a Fireship, an aggressive military ship.
* The technology has a requirement to access and research.

### **Access**

* Fireship appears, on **Technologies**, after you invest 7 600 Knowledge in Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Fireship, on **Technologies**, after you invest the required Knowledge.
* You need 80 000 Wood, 5 Frames and 1 000 Knowledge to research Fireship.
* Effects of the technology appear after you research it.

 Knowledge | 1 000

### **Effect**

Effects, of the technology, appear after you research it.
* The technology allows you to construct a Fireship, at the **Dock**.

**This is a disambiguation notice for Fireship (research)**

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.

Fireship – ship
Musketeer

A musketeer fires a rudimentary weapon

1 Musket

1 Population

15 Morale

A musketeer uses ammunition to fire a rudimentary weapon

You can recruit, disband and send a Musketeer to explore on **Military**.

* A Musketeer requires resources to access; recruit; maintain; and explore.
* A Musketeer generates Morale and has specifications for combat.

### **Access**

Musketeer appears, on **Military**, after you research Gunnery on **Technologies**.
* You can recruit a Musketeer, after you research Gunnery.
* Gunnery has a requirement to access and research.

 Knowledge | 1 200

### **Recruitment**

 You can recruit a Musketeer, after you research the required technology.

* You need 1 free Population, a Musket, 1 Armor and 100 Coin, to recruit a Musketeer.

 Population | 1

Population remains allocated until you fire the Musketeer or they are lost in a Fight.

### **Consumption**

* A Musketeer consumes 0.4 Food per second.

 Food | 0.40 per second

### **Production**

* A Musketeer generates 0.05 Morale per second.

 Morale | 0.05 per second

* Other factors increment Morale generation.

### **Specifications**

 A Musketeer has values for Attack and Hp, used to determine the outcome of combat.

* A Musketeer:
	+ always starts combat with their weapon unloaded;
	+ takes one round of a fight to reload
	+ uses 1 Ammo to attack; and
	+ reloads after each attack.

* Other factors improve the specifications of a Musketeer.

### **Other**

* A Musketeer requires Food, Water and Morale to go on Expeditions.

 Morale | 15

* You can disband one Musketeer at a time with the 'Fire 1' button, freeing up Population, however the Musket is not returned.
Morale

Happiness of your army

The esprit de corps of your military

Morale enables research, expeditions and facilities.

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

### **Access**

* Morale appears, after you get:
	+ a military unit that generates it; and
	+ storage for it.

### **Storage**

 Your maximum available Morale is limited by storage capacity.

* Storage for Morale is provided, by:
	+ some buildings, on **Buildings**;
	+ Titles granted to Warmuk, on **Leaders**; and
	+ researching Tactics, on **Technologies**.

* Other factors increment storage.

### **Production**

* Some Military units, you can maintain, generate Morale.

#### **Bonuses to production**

* Other factors increment Morale production.

### **Uses**

* Morale is used, to:
	+ explore on **Military**;
	+ research, on **Technologies**; and
	+ maintain production, on **Facilities**.
Nickel

A metal

Nickel is a metal

Nickel is used for crafting.

* Your available Nickel, storage capacity, production rate and any bonuses to production, displays after you get some in the game.

### **Access**

Nickel is available after you build a Repository, to store it.
* You need 5 000 Blocks, 100 Glass and 10 Bottles, to build a Repository.

 Bottle | 10

* You can:
	+ find Nickel on Expeditions, with **Military**; or
	+ import Nickel, at the **Dock**; or
	+ get some from a Quarry, on **Buildings**.

### **Storage**

 Your maximum available Nickel is limited by storage capacity.
* Storage for Nickel is provided, by Repositories on **Buildings**.

 Repository | 5

* Other factors increment storage.

### **Production**

* A Quarry, after you research Safe storage, produces Nickel.

#### **Bonuses to production**

* Other factors increment Nickel production.

### **Uses**

* Nickel is used to craft Plate.

 craft | Plate | 10

### **Other**

* There is 10% chance to find Nickel on Expeditions, after you research Safe storage, and no enemies appear.

* You can import Nickel with a Trade mission, from the **Dock**.

 Mineral | 50 000 : 9
 Wood | 20 000 : 3
Ships

Ships to send on missions

Ships to sail the seas

You can add, salvage and send ships on missions at the **Dock**.

* Ships need Sailors for Trade missions and Expansion missions.
* The number of Docks limits the number of your ships.

### **Access**

Your total ships and maximum allowed, displays after you build your first Docks.
* You need 100 Planks and 50 Iron to build the first Docks.

 Iron | 50

* A sailing shipGo to Galley
* A large sailing shipGo to Galleon
* A military shipGo to Fireship
* A fast sailing shipGo to Caravel
1/4
Galley – sailing ship.
Galleon – mega-ship that can carry loads of resources.
Fireship – aggressive military ship.
Caravel – fast sailing ship.

* Galley
* Galleon
* Fireship
* Caravel
Glass

Sheets of glass

50 Coal

A sheet of Glass

Glass is used in crafting, construction and research.

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

### **Access**

Glass appears, on **Crafting**, after you research Float glass on **Technologies**.
* You can craft Glass, after you research Float glass.
* Float glass has a requirement to access and research.

 Knowledge | 500

* You can also:
	+ automate Glass production, with a Marketer, on **Jobs**; and
	+ buy some from the Merchant, at **Market**.

### **Craft**

You can craft Glass, on **Crafting**, after you research the required technology.
* You need 50 Tin, 200 Sand and 50 Coal, to craft Glass.

 Coal | 50

* You can increase the amount of Glass 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 Glass directly from the inventory.

### **Production**

* Marketers, on **Jobs**, produce 0.0005 Glass per second.

* Other factors increment production.

### **Uses**

* Glass is used to:
	+ craft, on **Crafting**;
	+ research, on **Technologies**; and
	+ construct, on **Buildings**.

### **Other**

* There is a chance the Merchant will offer you some Glass.

**This is a disambiguation notice for Glass**

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Glasses – heirloom
Pickaxe (craft)

## Pickaxe

A basic copper pickaxe

Basic copper pickaxe

Pickaxes are used by miners and for construction and research.

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

### **Access**

Pickaxe appears, on **Crafting**, after you research Pickaxe on **Technologies**.
* You can craft a copper Pickaxe, after you research the technology.
* The technology has a requirement to access and research.

 Copper | 3

* You can:
	+ craft a Pickaxe, on **Crafting**; and
	+ autocraft Pickaxes, on **Facilities**.

### **Craft**

You can craft a Pickaxe, on **Crafting**, after you research the required technology.
* You need 20 Wood and 1 Copper, to craft a Pickaxe.

 Copper | 1

* You can increase the number of Pickaxes 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 Pickaxes directly from the inventory.

### **Production**

* Active Tool factories, on **Facilities**, produce 0.5 Pickaxes per second.

* Other factors increment production.

### **Uses**

* Pickaxes are used, to:
	+ recruit, on **Jobs**;
	+ research, on **Technologies**; and
	+ construct, on **Buildings**.

**This is a disambiguation notice for Pickaxe (craft)**

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Pickaxe – technology
Pickaxe – heirloom
Artifact

An unusual item

An artifact is a strange object

Artifacts improve your legacy.

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

### **Access**

An Artifact appears, if you are lucky, after you defeat enemies on an Expedition.
* You can get an Artifact when you explore, after you research Exploration.
* Exploration has a requirement to access and research.

 Exploration | build 2Libraries | Food | 100

### **Effect**

Each artifact increments Legacy gained, if you explore a new continent.

 Legacy | 1%

### **Other**

* There is a 0.1% chance to find an Artifact, on expeditions, if you defeat any enemies that appear.

* Artifacts are not taken to your new lands, if you explore a new continent.
Food

A basic resource

Food is a basic resource

Food has many uses including crafting, construction, research and trade.

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

### **Access**

Food appears, after you build your first Pasture, on **Buildings**.
* You need 10 Wood to build your first Pasture.

 Pasture | build on**Buildings** | Wood | 10

* You can:
	+ get Food from Pastures, on **Buildings**;
	+ get Food from Farmers, on **Jobs**;
	+ buy Food at **Market**;
	+ find Food on expeditions, with **Military**; and
	+ import Food, on a Trade mission, from the **Dock**.

### **Storage**

 Your maximum available Food is limited by storage capacity.
* Storage for Food is provided, by:
	+ some buildings, on **Buildings**; and
	+ Chests.

 Chest | 10

* Other factors increment storage.

### **Production**

* Pastures on **Buildings** and Farmers on **Jobs** produce Food.

#### **Bonuses to production**

* Other factors increment Food production.

 Bonuses also affect the quantity of resources brought in by a Cargo train.

### **Uses**

* Food is used to:
	+ construct, on **Buildings**;
	+ recruit and maintain workers, on **Jobs**;
	+ research; on **Technologies**;
	+ craft Supplies, on **Crafting**;
	+ recruit and maintain units, on **Military** ; and
	+ trade, from the **Dock**.

### **Other**

* You can buy, at **Market**:
	+ 400 Food for 1 Coin, before any bonuses; or
	+ the maximum amount, your available Coin and storage capacity permits.

The amount you get, with bonuses, for 1 Coin is displayed.

Bonuses to market ratios, increment the amount of Food per Coin.

* A Cargo train can haul 15 Food per second before any bonuses.

* There is 20% chance to find Food, on Expeditions, if no enemies appear.

* You can import Food with a Trade mission, from the **Dock**.
Fireship

A military ship

An aggressive military ship

You can construct, salvage and send Fireships on missions at the **Dock**.

* A Fireship has a requirement to access and requires an empty Docks to moor at.
* You can send Fireships on Expansion missions.
* Fireships do not sail on Trade missions.
* A Fireship needs Sailors as crew for expansion missions.

### **Access**

Fireship appears at the **Dock**, after you research Fireship on **Technologies**.
* You can construct Fireships, after you research the technology.
* The technology has a requirement to access and research.

 Knowledge | 1 000

### **Construction**

You can construct Fireships, after you research the required technology.

* You need an empty Docks and some resources to construct a Fireship.

 empty Docks | 1

### **Specifications**

* Fireships have specifications for ship Structure and Fire.

 Fire | 100

* Other factors improve the specifications of a Fireship.

### **Salvage**

 You can remove a Fireship, with the 'Salvage 1' button, returning some resources and freeing up Docks.

* You get back some resources when you salvage a Fireship or it is destroyed on an Expansion mission.
* The amount of resources returned varies in a range.

 Plank | 200 → 500
 Steel | 50 → 100

### **Other**

* Fireship throw Fire to damage enemies.

* Fireship do not sail on Trade missions.

* A Fireship needs 3 Sailors as crew for Expansion missions. A Fireship does not require crew for construction or when moored at Docks

**This is a disambiguation notice for Fireship**

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Fireship – technology
Military (research)

## Military

Military research

There are times when only the most powerful get what they want, is that you?

Knowledge invested in Military helps your civilisation progress.

* Knowledge invested in Military gives access to some technologies; gives a bonus to the Attack and Hp of military units; and gains Legacy.

### **Access**

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

 Specialization | build 8Libraries | Knowledge | 500

### **Effect**

* Knowledge invested in Military, gives access to  military technologies.
* Knowledge invested in Military improves some specifications of military units. Bonuses are gained every time Knowledge  is invested.
	+ After a 1 000 Knowledge is invested, an increment of approximately +2% is made to the Attack and Hp of military units.
	+ Every additional 1 000 Knowledge invested, increases Attack and Hp by slightly less.

 where 'K' is increase in Knowledge investedand 'M' is total Knowledge invested in Military

### **Other**

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

 1 000 Knowledge | 1

**This is a disambiguation notice for Military (research)**

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**Military** – game tab/pane
Masonry

Research bricks

1 300 Knowledge

Research brickwork

A neutral technology

* Masonry allows you to craft Bricks, used in construction.
* Masonry has a requirement to access and research.

### **Access**

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

### **Research**

You can research Masonry, on **Technologies**, after you invest the required Knowledge.
* You need 3 000 Blocks, 20 Frames and 1 300 Knowledge to research Masonry.
* Effects of the technology appear after you research it.

 Knowledge | 1 300

### **Effect**

Effects, of the technology, appear after you research it.
* Masonry allows you to craft Brick, on **Crafting**.
Careening

Research ship enhancements

800 Knowledge

Research on ship repairs and sailing in high winds

A science technology

* Careening enhances ships.
* Careening has a requirement to access and research.

### **Access**

* Careening appears, on **Technologies**, after you invest 7 500 Knowledge in Science.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Careening, on **Technologies**, after you invest the required Knowledge.
* You need 80 000 Wood, 1 000 Planks and 800 Knowledge to research Careening.
* Effects of the technology appear after you research it.

 Knowledge | 800

### **Effect**

Effects, of the technology, appear after you research it.
* Careening reduces Trade mission time by 30 seconds.
* Careening gives a 20% bonus to ship structure.

 Ship structure | 20%
Lumbermill

## Lumbermill

### Category:

Buildings

Lumbermills provide wood

You can construct a Lumbermill on **Buildings**.

* A Lumbermill requires resources to construct.
* Lumbermills produce Wood.

### **Access**

* Lumbermill always displays, on **Buildings**.

### **Construction**

You can build a Lumbermill, on **Buildings**, if you have enough Wood.
* You need 3 Wood to build your first Lumbermill.
* You need 10% more Wood, each time you build another one.

 1
 2
 3

### **Production**

* Lumbermills produce 0.2 Wood per second.

 Wood | 0.20 per second

* Other factors increment Wood production

### **Other**

* Your first Lumbermill, gives access to a Mine on **Buildings**.
Memory

A legacy bonus

A bonus provided by your legacy

Memory is available on **Legacy**.

* Each level of Memory increments Legacy points, you get when you explore a new continent.
* Memory requires Legacy points to increase levels.

### **Access**

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

### **Increase**

 You can increase the level and effect of Memory 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 Memory increments the Legacy points you will get, when you explore a new continent, by 2%.

 Legacy points | +2%

No bonus is provided at level 0.

### **Other**

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

Research energy supply

Research energy production and storage

A neutral technology

* Electricity grants you the knowledge to handle electricity.
* Electricity has a requirement to access and research.

### **Access**

* Electricity appears, on **Technologies**, after you invest 100 000 Knowledge in Science or Economy or Military.
You can research the technology, after you invest the required Knowledge.

### **Research**

You can research Electricity, on **Technologies**, after you invest the required Knowledge.
* You need 10 Books and 2 800 Knowledge to research Electricity.
* Effects of the technology appear after you research it.

 Knowledge | 2 800

### **Effect**

Effects, of the technology, appear after you research it.
* Electricity gives access to **Facilities**, if it is not displayed.
* Electricity allows you to build Power plants, on **Facilities**.
Rush economy

Advance production by 30 minutes

Gives you 30 minutes of production.

You can rush your economy on **Legacy**.

* You need Treasures to Rush economy.

* Time jumps forward in game by 30 minutes each time you Rush economy.

### **Access**

Rush economy appears, on **Legacy**, after you explore a new continent from the **Dock**

* You can explore a new continent, after you build your first Docks.

* You need Iron and Plank to build Docks.

 Iron | 50

### **Cost**

You can Rush economy after you access it.

* You need 5 Treasures the first time you Rush economy.

* You need 50% more each time you rush your economy.

 2
 3

The cost of Rush economy resets each time you explore a new continent.

### **Effect**

Time jumps forward in game when you rush your economy:
* You immediately get the equivalent of 30 minutes of:
	+ production (with bonuses) for all resources; and
	+ resources got with cargo trains.

* Any existing Diamond boost time is reduced by 30 minutes.

* Any ships on a trade mission return immediately with their trade. *(needs checking)*

* You get 30 minutes return on Investment.

* (*effect on energy/power plant needs checking)*
Mineral

[[Resources#Capped resources| A basic bulk material]]

Mineral is a basic bulk material

Mineral has many uses including construction, crafting, research and trade

* Your available Mineral, storage capacity, production rate and any bonuses to production, always displays in the game.

### **Access**

Mineral is available from the start of your game.You start the game with 5 Mineral.
* You can get Mineral:
	+ from Mines, on **Buildings**;
	+ from Miners, on **Jobs**;
	+ at **Market**;
	+ on Expeditions, with **Military**; and
	+ at the **Dock**, from a Trade mission.

### **Storage**

 Your maximum available Mineral is limited by storage capacity.
* At the start of the game, your storage capacity for Mineral is 20 units of Mineral.

* Storage for Mineral is provided, by:
	+ some buildings, on **Buildings**;
	+ Chests; and
	+ Titles.

* Other factors increment storage.

### **Production**

* Mines on **Buildings** and Miners on **Jobs**, produce Mineral.

#### **Bonuses to production**

* Other factors increment Mineral production.

 Bonuses also affect the quantity of resources brought in by a Cargo train.

### **Uses**

* Mineral can be used to:
	+ construct and maintain production, on **Buildings**;
	+ maintain production, on **Facilities**;
	+ maintain production by Smelters, on **Jobs**;
	+ research, on **Technologies**;
	+ craft items, on **Crafting**; and
	+ trade, at the **Dock**.

### **Other**

* You can buy, at **Market**:
	+ 500 Mineral for 1 Coin, before any bonuses; or
	+ the maximum amount, your available Coin or storage capacity permits.

The amount you get, with bonuses, for 1 Coin is displayed.

Bonuses to market ratios, increment the amount of Mineral per Coin.

* A Cargo train can haul 20 Mineral per second, before any bonuses.

* There is 30% chance to find Mineral, on expeditions, if no enemies appear.

* You can import Mineral with a Trade mission, from the **Dock**.
Copper tools

Research in basic tools

Research basic tools to improve production

* Copper tools gives a bonus to getting Wood and Mineral.
* Copper tools has a requirement to access and research.

### **Access**

* Copper tools appears, on **Technologies**, after you build a Library, on **Buildings**.
You can research the technology, after you build a Library.

### **Research**

You can research Copper tools, after you build a Library. Effects of the technology, appear after you research it.
* You need 1 Copper to research Copper tools.

 Copper | 1

### **Effect**

Effects of the technology appear after you research it.
* Copper tools increments, by 20%:
	+ Wood production;
	+ Mineral production; and
	+ Wood and Mineral, got by a Cargo train.

 Mineral | 20%
Iron foundry

Research foundries

200 Food

Research metal casting

* Iron foundry allows the construction of a Foundry.
* Iron foundry has a requirement to access and research.

### **Access**

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

### **Research**

You can research Iron foundry, after you build 3 Libraries. Effects of the technology, appear after you research it.
* You need 1 000 Wood, 500 Mineral and 200 Food, to research Iron foundry.

 Food | 200

### **Effect**

Effects of the technology appear, after you research it.
* Allows you to construct a Foundry, on **Buildings**.
Warehouse

Warehouses provide storage

Warehouses provide storage space for basic materials

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

* A Warehouse has a requirement to access and requires some resources to construct.
* A Warehouse provides storage and gives access to other buildings.

### **Access**

Warehouse appears, on **Buildings**, after you build a Mine.
* You can build Warehouses, after you construct your first Mine.
* You need 2 Wood and 3.5 Mineral, to build your first Mine.

 Mineral | 3.5

### **Construction**

You can build a Warehouse. on **Buildings**, after you build your first Mine.
* You need 20 Wood and 10 Mineral, to build your first Warehouse.
* You need 60% more resources, each time you build another one.

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

### **Storage**

* A Warehouse provides storage for some basic materials.

 Steel | 3

* Other factors increment storage.

### **Other**

* Your first Warehouse gives access, on **Buildings**, to:
	+ a Fountain; and
	+ a Pasture.