recursal/Fanatic-Fandom huggingface dataset:
Battle Mechanics

So to set the stage (pardon the pun) of any battle we need to look at the field of battle. It is 10 spaces by 12 spaces:

The speed of each unit determines two things:

1. How far (number of vertical + horizontal spaces) they can travel

2. What order they will attack in (from fastest to slowest)

The maximum distance a unit can travel is shown when it is their turn to attack by a green triangle on the ground:

When more than one army in a battle have the same speed (either on the same side of the battle, or opposing sides), the order will be randomly selected between all the armies of that speed

Long ranged troops will always line up in the back row, while other troops may line up in the 1st, 2nd or 3rd row depending on more complex factors (or 4th row in the case of shield bearers if they have had their special skill upgraded)

Large troops take up 2 or 3 spaces, so bears(2), horses(2), elephants (3), and some of the other strongest troops will always end up straddling either the 1st and 2nd or the 2nd and 3rd rows from either side (this will determine their distance from other troops)

Short-ranged troops can attack 1 vertical, horizontal, **or** diagonal space from their current position after moving to the target their maximum travel distance. Long ranged troops' full/half/quarter depends on the distance to the closest square 1 vertical, horizontal, or diagonal space away from their opponent (after traveling, if escaping an attacker).(edited)

Troops can travel more spaces than their speed value to get around other troops, as long as their destination is not more than their speed value. This does not hold true for Mammoths because they can only move forward (toward the opponent side), and can't move at all if there are other troops in their way.

You can add troops during any round, but they won't enter the battle field until after the round is complete, and if either side ends a round with no remaining soldiers, the added troops will not enter at all. I've lost battles because I added troops a few seconds too late.

With each attack, a red number will appear above the opponent's troops that were targeted indicating the damage that was caused, and a gray number indicating how many were killed (if any). Attacks will usually leave a partially damaged unit within the opponent army, so you may possibly cause less damage but kill more troops in a subsequent attack by the same unit type/number.

Read Damage Calculation for details on how the amount of damage is determined.

The distance between armies in a battle can be used to your advantage or disadvantage. Remember that the vertical distance is added to the horizontal distance.

The furthest two troops can be apart (if in furthest corners) is 18 attack spaces. The closest two troops can start (if both start in the same row in the 3rd column from their endline) is 6 attack spaces. These distances will be important when determining how/when to add troops to a battle.
The Goddess Nuwa

EvDigg's Thoughts:

The Goddess is one of the most popular war troops in the game. It's resurrection ability gives it a 25% chance that every time it is attacked it will resurrect 10% of the original number of troops in the army when it entered the battle (not to exceed the original army size)\*. This ability mitigates the fact that its health is lower than the strongest troops of other civilizations, and can make the Goddess quite difficult to kill. This is especially true when Goddesses are fighting against weaker troops and/or armies that have sustained losses reducing their numbers (which would then weaken each of its attacks). Unless using fully upgraded longbowmen it is often advisable to not use ranged troops against Goddesses, since multiple weak attacks can help the opposing Goddesses rather than helping defeat them.

Its speed of 6 is faster than some of the other strongest troops, it does a similarly high amount of damage, and it is usually less expensive than them as well. Taking up 2 population allows for more to be trained within similar population constraints than Horus, Feathered Snake Gods, Centaurs, or Judges.

\*Further Explanation - If an army of 99 Goddesses enters a battle, then every time an enemy attacks this army there is a 25% chance that 9 Goddesses (10% of 99 is 9.9, but I believe it gets rounded down) will be resurrected so that the number of Goddesses in the army increases. This increase can't exceed the original size of the army that entered the battle (99 in this example). The 25% chance is independent each time the army is attacked, so there may be times when an army gets attacked more than 4 times without getting resurrected after any of those attacks, while at other times they may resurrect a few times in a row and/or more than once every 4 attacks sustained.

When fully upgraded to max levels, the Goddess Nuwa can resurrect up to 20% of the original army size (which can be 124 at the maximum). In this case there is a 25% chance they can revive 24 that had been killed previously. Fully maxed Goddesses are the strongest troops I've personally encountered in wars.
Skylab

The **Skylab** was a US space station launched into low Earth orbit in 1973.

It was launched on top of a modified Saturn V rocket. This rocket was also used to prove some fairing technologies used on MLV Saturn V launches.

## Design:

The station's core module was based off of a repurposed S-IVB stage.

# Spacelab:

The **Spacelab** was an upgrade to Skylab, adding 3 more modules.

It was launched in 1975 on board of the first MLV Saturn V-23-L.
Chinese Hussar

EvDigg's Thoughts:

The key to hussars is their speed. Speed 9 is the highest of all speeds in the game, so these troops usually are the first to advance and attack each round (unless there are other speed 9 troops present - troops from both the attacker and defender with the same speed will attack in a random order each round). In large battles on resource tiles speed 9 troops can be used to quickly advance across the battlefield in the hopes of filling up the battlefield and limiting the opponent's ability to add troops. There is less chance to achieve this advantage in city battles, as the wall in the middle of the battlefield can disrupt these efforts.

The hussar also has the ability to counterattack, though the effectiveness of the counterattack will be limited by the hussar's low health (if the enemy is fairly strong and kills most of the hussars, there will be fewer remaining to inflict counterattack damage, and counterattack is normally only half as powerful as a standard attack to begin with).

The biggest weaknesses of the hussars are their low health and unimpressive attack power. While not weak, they're also not particularly strong. They are fairly cheap, but the Chinese Imperial General is also speed 9, stronger, and still relatively cheap, making the case for using hussars less compelling.
Taxes

Taxes in the game are something that many players overlook and waste gold on. Up until level 7 or 8 for ordinary residences, and level 4 or 5 for high end residences this isn't a problem, as taxes are generally profitable. Once you reach the maximum level for your residences (based on the pricing of materials I see normally), the cost of the materials you need to provide in order to collect taxes can actually be higher than the gold you receive. In this case it would be better to sell all the materials and skip collecting taxes altogether (unless you like throwing away gold for no reason).

Here's an illustrated analysis of the cost problem for max level high-end residences based on market price estimates (mid-July prices in Asia Pacific server):

You can see that the value in the market (or cost if you are buying some of it for tax purposes) is much higher than the gold that you'll receive from taxes. In this case you'd be losing approximately 32%. You'd be much better off selling those materials.

Obviously this depends on the market prices for all of these materials, and different civilizations required different materials which will be of different prices, so you'd be well-served to do a similar calculation for your specific residences on your server.

My point here is just that you shouldn't assume that collecting taxes is a good thing in this game, and there are plenty of other methods to earn gold to use instead.

Here is an example of a lower level residence, which is in fact quite profitable:

In general the profit margin on collecting taxes goes from infinite (level 1 & 2 ordinary residences, which require no consumables) to potentially negative (level 6 high end residences usually lose gold).

Also worth noting is the taxation time. A level 6 ordinary residence that is full can collect 160 gold every 4 hours. A level 7 ordinary residence that is full can collect 300 gold every 8 hours. So you can collect more (160 collected twice is 320) from level 6 residences in 8 hours than you can collecting on a level 7 once. While the tax profit as a percentage based on consumable cost is fairly close for level 7's and level 6's, your gold collected will actually be less.

Finally, it should be noted that you will need a trade station in order to sell materials, so save your gems for these. Without trade stations (or without enough) you will likely struggle to develop your city into an empire, and you'll be forced to survive on possibly negative profits from taxes if you don't have another revenue stream.
Sneak Peaks

This page will contain all rumors and announcements that have come out regarding unreleased functionality that is believed will be added to the game in the near future. Currently there has been information trickling in about a 5th civilization (Aztec) that was supposed to be added yesterday (August 31, 2020) but has been delayed.

This information is released in the game's chat forums and on the developer's websites, but it is only released in Chinese, so you'll have to excuse the somewhat less-than-ideal translation work of Google Translate.
Sim Empire Вики

**Добро пожаловать на Sim Empire Вики!**
Это онлайн-энциклопедия о **Sim Empire**, куда любой участник может внести свой вклад. Мы рады каждому участнику! Просто нажмите «Править» в верхней части любой страницы или «Создать страницу» в меню рядом со счётчиком статей.

З.Ы. Это английский вариант вики (создатель начал почти со мной одновременно), здесь есть много интересных статей, постараюсь так же перевести это, если будет что-то мне неизвестное

:)

## Описание

*Основатели*, расскажите подробно о теме вашей вики и посетите кабинет администратора, чтобы увидеть больше советов о вики.

## Навигация

PlaceholderСтатья о теме викиPlaceholderСтатья о главном персонажеPlaceholderСтатья о главном антагонистеPlaceholderСтатья о первой серии/игровой миссииPlaceholderМесто действия темы викиPlaceholderСтатья о ключевом событииPlaceholderВажная статья

Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Категории
* Свежие правки
* Изображения на вики
* Справка
* Инструменты вики
* Управление вики
* Оформление вики

Посетите Вики Сообщества и задайте любой вопрос на форуме.
Гусар

Первый кавалерийский вид войск, доступных при игре за персов. Имеет следующие атрибуты: **А**-9 **З**-7 **У**-5-6 **Ж**-20 **С**-9 **Р**-2 (без прокачки) и **А**-12 **З**-12 **У**-7 **Ж**-24 **С**-9 **Р**-2 (после прокачки). Одного гусара можно нанять в казарме за 300 золота, 1 оружие и 1 лошадь (тренировка одного воина составляет 15 минут); за раз нанимается до 5 человек, которые берутся из свободного населения города.
City Defense

As soon as you lift neutrality (required to start capturing resource tiles), you are vulnerable to attack.

If you are uncertain of whether you should collect taxes or not, check the Taxes page for more information

An occupying force gets 10% of the taxes you collect once every 24 hours. If they occupy you for 23 hours and then get kicked out, they get nothing.

Personally I don't keep any troops stationed in my city, but that's because I find it more profitable to not collect taxes.

All that aside, if you do find yourself defending a city (yours, or someone else's that you've captured previously) there are a few things to note.

Every city has a wall which has 15 defense and 2000 health. Reference Damage Calculation and/or Troop Comparison for details on the damage units can cause to walls.

Before any attacking armies can cause damage to defending troops they need to get past the walls.

The only (standard level) troops that have a chance of defeating a wall in a single hit are Armored Knights and Horus.

Before the walls come down, long-ranged troops behind the wall will do damage to the attackers while suffering none themselves. Non-long-ranged defenders behind the wall will do nothing (they won't advance and they won't do damage) until the wall is destroyed, but again, they won't suffer any damage themselves.

If the attacker does not destroy the walls within 5 rounds, the battle ends in a draw.

This is an ideal outcome for defenders, as a non-destroyed wall means the attackers didn't do any damage to troops, and the defenders (assuming they had long-range troops in defense) will have hopefully killed some of the attacking troops.

If/when the wall falls down, the mechanics of the battle revert to the same as any other resource tile battle.
City Attack

When you decide to attack an opponent city. make sure you account the wall.

Because it is 15 defense and 2000 health, you'll want to destroy it as soon as possible. If you don't destroy the wall within 5 rounds (causing a minimum of 400 damage to the wall each round), the attack will be called a draw and you effectively lose.(edited)

Until you destroy it you cannot cause any damage to defending troops and defending long-ranged troops can kill you without fear of losses.

Ideally you will have fast troops that will destroy the wall in the first round, opening it up to your slower troops to actually cause damage to defending troops.

You will most likely lose some troops in the first round, unless the city isn't defended and/or you can destroy the walls and all defending troops before they can retaliate.

The battle field is the same size as you'll find against resource tiles, but the wall goes across the middle. Most non-long-ranged troops will reach the wall in the first round, so there isn't much likelihood that they'll be behind it.
Экономика

### **Золото**

Есть 3 способа заработать золото - донат, налоги и предпринимательство. С донатом все понятно, актуальные цены представлены в меню пополнения.

**Налоги** - золото, которое Вы можете собрать с жителей домов и вилл, если выполнены все условия для нормального проживания людей (иначе Вам откажут).

**Предпринимательство** можно поделить на производство и торги. В первом случае Вы получаете прибыль с продажи товаров, произведенных Вашим городом. А во втором случае прибыль зависит от участия на торгах. Однако итоговая прибыль в конце концов зависит от ситуации на рынке: чем больше стоимость товара, тем больше Вы на нем заработаете, но если товар упал в цене, то дорого продать Вы его вряд ли сможете. Чтобы участвовать в торгах необходима хотя бы одна торговая станция.

На самом деле торговля может быть намного выгоднее, чем сбор налогов (в теории не в любом случае, но на практике выгода составляет до 50% и выше). Однако рынок открыт с 6 утра до 10 вечера, поэтому если Вы зашли, например, ночью в игру, то единственный источник золота - налоги. Совсем без налогов тоже нельзя - можно сказать, что они вместо печатания денег (очень сомневаюсь, что кто-то донатит на золото).

\*вообще это очень интересный момент игры, ведь здесь золото не добывается и не обеспечивается стоимостью произведённых товаров; как я понимаю, есть 3 пути «появления» золота в игре: налоги, донат и ежедневные награды\*

### **Алмазы**

Алмазы можно приобрести за реальные деньги. Есть возможность получить их без доната: Вы получаете алмазы за каждый уровень (плюс версии игры с уровнями) также их выдают за ежедневный вход (в определенные дни)
Curly

**Curly** ist ein Stallbursche und Fährmann, der oft in Charlie Strong's Yard arbeitet. Thomas Shelby erzählt May Carleton, dass Curly der beste Reiter Englands ist.

## Vergangenheit

Curly ist völlig kahl und trägt einen dunklen Anzug und einen goldenen Ohrring. Er geht im Trab und ist einfach gestrickt, aber er kennt Pferde wie kein anderer.

### 1. Staffel

Curly warnt Thomas Shelby, dass sein neu gekauftes Pferd mit einem Fluch belegt ist und bald sterben wird. Er scheint sehr verzweifelt zu sein.

### 2. Staffel

In Episode 2.4 nennt Thomas Curly "den besten Reiter Englands", während er May sein Pferd "Grace's Secret" zeigt.

## Beziehungen

### Charlie Strong

Curly ist ein enger Freund und Mitarbeiter von Charlie Strong. Er arbeitet als Stallbursche in seinem Hof.

### Thomas Shelby

Curly ist ein Freund von Thomas Shelby und ein Mitglied der Peaky Blinders

Die beiden trainierten und pflegten Grace's Secret, das Rennpferd von Thomas.
Строительство

Игра, в первую очередь, интересна тем, что необходимо проявить свои архитекторские способности. С самого начала нужно задуматься над правильным расположением зданий, так как перестройка зданий обойдется Вам в 25% от стоимости (и золото, и ресурсы). Все здания должны быть подведены к главной дороге и находится под юрисдикцией пожарной станции (ПС), полиции (П), ремонтной станции (РС) и медицинского центра (МЦ). Однако есть исключения:

1. Чудесам не нужно находится в зоне покрытия ПС, П, РС или МЦ
2. Для работы ПС, П, РС и МЦ их необязательно подсоединять к главной дороге навсегда - достаточно запустить туда рабочих (подсоединив к главной (: ) а затем отсоединить; главное, чтобы рядом находилась хотя бы одна клетка-дорога; это очень удобно при застройке краев и углов города

Для работы почти всех зданий, за исключением жилых (а украшения - это не здания) требуется население, поэтому чем меньше служебных зданий покрывает город, тем больше свободных рабочих у Вас останется. Их можно будет потратить на армию или на заводы.
Юниты

Каждой нации в игре присущи свои юниты. Играя за персов, Вы получаете доступ к мученикам, лучникам, копьеносцам, гусарам, лучникам на слонах, тяжелой кавалерии, теневым убийцам и мамонтам. Греки дают возможность нанимать афинян, спартанцев, стрелков, застрельщиков, священников, тяжелых конников, а также титанов и кентавров. Китай, Египет, Ацтеки?
Войско

Воиско создается из юнитов. В одном отряде может быть до 99 юнитов одного вида. Количество отрядов определяется поддержкой от роскошных домов (вилл). Отряды можно объединять и разделять, но только если они состоят из одинаковых юнитов.

Армии можно дислоцировать на любом квадрате карты мира; марш тем длиннее, чем больше расстояние между квадратами отправки и назначения.
Gol D. Roger

ERA UMA VEZ UM HOMEM CHAMADO GOLD ROGER, QUE ERA O REI DOS PIRATAS! ELE TINHA FAMA, PODER E RIQUEZA ALÉM DE SEUS MAIORES SONHOS! ANTES DE O PENDURAREM NUMA FORCA ESSAS FORAM SUAS ULTIMAS PALAVRAS: "Minha fortuna tera de ser encontrada, o tesouro esta todo no mesmo lugar, por isso o chamei de "One Piece"! NOSSOS SONHOS DE VENCER TEMOS QUE JUNTAR
Мученик

Первый вид войск, доступных при игре за персов. Имеет следующие атрибуты: **А**-4 **З**-6 **У**-1-3 **Ж**-12 **С**-6 **Р**-1 (без прокачки) и **А**-9 **З**-8 **У**-2-4 **Ж**-18 **С**-6 **Р**-1 (после прокачки). Полностью улучшенный получает способность к смертельному урону в 30% (навык "Отчаяние"). Одного мученика можно нанять в казарме за 60 золота и 1 оружие (тренировка одного воина составляет 10 минут); за раз нанимается до 5 человек, которые берутся из свободного населения города. В бою подбегает к ближайшему противнику и атакует. Мученики очень "легко" расстреливаются лучниками, но зато подходят для захвата ничейных территорий или разведки.

Есть прекрасная тактика с их использованием.
Исследования

Для строительства зданий нужно изучить определенные технологии. Чем более продвинутая технология, тем больше на нее уходит золота и времени. Однако если у Вас есть друг, который ранее изучил нужную Вам технологию, Вы можете изучить ее с 50%-ой скидкой и в 2 раза быстрее. Мало того, Ваш друг получит немного золота за то, что помог Вам (в меню "Друзья" будут уведомления с золотом, которое надо собрать)
Тяжелая кавалерия

Вид конных войск, доступных при игре за персов. Имеет следующие атрибуты: **А**-12 **З**-10 **У**-10-12 **Ж**-40 **С**-8 **Р**-2 (без прокачки) и **А**-24 **З**-17 **У**-12-17 **Ж**-50 **С**-8 **Р**-2 (после прокачки). Полностью улучшенный получает способность к натиску (навык "Assault") - за каждую пройденную клетку во время хода урон увеличивается на 10%. Одного воина можно нанять в казарме за 500 золота, 2 оружия и 1 лошадь (тренировка одного воина составляет 25 минут); за раз нанимается до 5 человек, которые берутся из свободного населения города. Очень хорошая основа для армии, разносит в пух и прах пехоту.
Бой

Сняв нейтралитет, Вы получаете возможность нападать на земли с ресурсами и на других игроков, которые так же сняли нейтралитет. После того как Вы прислали отряды в нужное место, можно начинать атаку. Перед самой битвой будет подготовка к ней, в течение которой Вы можете выставлять свои отряды на поле (4 минуты на любой ничейной ресурсной точке; 2, 4 или 8 часов в зависимости от времени суток при нападении на территорию реального игрока).

### **Тактика ведения боя**

Просто бездумно бросать войска в бой слишком расточительно, поэтому перед ним необходимо выбрать тактику. Ниже перечислены некоторые из них. Каждая имеет свои плюсы и минусы, так что любая тактика подбирается после грамотно проведенной разведки.

#### **Дальнобойные отряды + пушечное мясо**

Как видно из названия, основа Вашей армии - большое количество лучников (любых дальнобойных войск). Во время боя можно выставить не более 3 рядов юнитов, лучники занимают только первый (то есть существует ограничение на количество дальнобойных отрядов на карте). Перед ними при необходимости выставляются одиночные отряды из любых воинов (чем дешевле, тем лучше).

Плюсы:

* особенно эффективно против небольшого количества полноразмерных отрядов - враги будут отвлекаться на "одиночек", в то время как лучники будут их расстреливать
* лучшая тактика для зачистки ничейных территорий
* довольно низкие потери
* юниты для этой тактики очень быстро создаются
* враг подавлен морально - его разбивают с огромным преимуществом

Минусы:

* если у противника есть дальнобойные войска, то они более вероятно будут целится в Ваших лучников, чем в "мясо", пока оно не добежит до них
* у Вас должно быть много места для отрядов
* не эффективна против войнов со способностью к контратаке
Лучник

Первый вид дальнобойных войск, доступных при игре за персов. Имеет следующие атрибуты: **А**-4 **З**-4 **У**-1-3 **Ж**-12 **С**-5 **Р**-1 (без прокачки) и **А**-6 **З**-6 **У**-2-4 **Ж**-18 **С**-5 **Р**-1 (после прокачки). Лучника можно нанять в своей казарме за 100 золота и 1 пикуль оружия (тренировка одного воина составляет 10 минут); за раз нанимается до 5 человек, которые берутся из свободного населения города. В бою атакует ближайшую цель издалека, если подбегает к нему, пытается отойти от нее. Большое количество лучников в Вашей армии является хорошим подспорьем в бою, однако помните, что в ближнем бою их рубят на мясо. Имеет смысл конница или пехота, которая будет защищать лучников (особенно хорошо защищенная, например, копьеносцы или тяжелая кавалерия).
Копьеносец

Копьеносцы доступны при игре за персов. Имеют следующие атрибуты: **А**-5 **З**-8 **У**-3-6 **Ж**-20 **С**-5 **Р**-1 (без прокачки) и **А**-11 **З**-12 **У**-4-8 **Ж**-30 **С**-5 **Р**-1 (после прокачки). Одного копьеносца можно нанять в казарме за 140 золота и 1 пикуль оружия (тренировка одного воина составляет 20 минут); за раз нанимается до 5 человек, которые берутся из свободного населения города. В бою подбегает к ближайшему противнику и атакует. Неплохо защищен, подходит для защиты лучников. После полной прокачки появляется навык "Пробитие" - атака двух клеток, находящихся перед юнитом.
Troop Comparison

\*Notes - Average damage column is determined using the formula described in the Damage Calculation page, and assumes 99 of the specified unit. This is the average damage across all enemy troop types, so will vary depending on the target troop type. The average enemy troop type has 42 health and 7 defense, so actual numbers will be lower against targets with higher health and defense, and it will be higher against targets with lower health and defense. Army is the number of squares on the battlefield the troop takes up, while population is the number of available workers that are required for each unit of the troop. Priestesses do not attack, they only ever heal (if there are compatible troops needing healing).

Here is a comparison of the cost of each troop type and their comparative effectiveness, represented by how many enemies each unit will kill per loss (when the unit dies):
Оккупирование города

В игре существует возможность нападать на других игроков. Для этого необходимо чтобы Вы и Ваша "жертва" не были в нейтралитете. Логично, что такой человек, скорее всего, будет иметь рядом с собой владения. При нападении на игроков время подготовки составляет 4 часа (8 ночью с 22:00 до 6:00). Если Вы в себе не уверены при объявлении войны, отправьте в атаку 1 юнита на разведку (любого, которого не жалко, например, мученика). Однако помните, что количество ваших отрядов ограничено.
Tracking and Data Relay Satellite

A **tracking and data relay satellite** (**TDRS**) is a type of communications satellite that forms part of the Tracking and Data Relay Satellite System (TDRSS) used by NASA and other United States government agencies for communications to and from independent "User Platforms" such as satellites, balloons, aircraft, the International Space Station, and remote bases like the Amundsen-Scott South Pole Station.

The first seven TDRS satellites were built by TRW Inc.. The three later versions have been manufactured by the Boeing's Satellite Systems division.
Família Okami

## Visão geral

A família Okami é originária do país de Wano, composta de guerreiros capazes de usar habilidades sobre humanas. Atualmente, ela é dividida em dois braços: Os Okami que ainda vivem em Wano, e os Okami que vivem na primeira metade da Grand Line.

## História

Segundo os relatos de Okami Kaishi, a linhagem Okami é tão antiga quanto Wano em si. Alguns dizem que o primeiro Okami era filho de um humano com um espírito, mas não existe ninguém vivo que possa comprovar isso. A família residia ao norte da capital das flores e era relativamente isolada das políticas internas de Wano.

A família começa a entrar no panorama dos eventos 93 anos antes do início de WANTED. O Atual patriarca da família na época possuía dois filhos gêmeos: Okami Suchiro e Okami Kaishi. Os dois sempre entraram em atrito desde que eles adquiriram consciência de que um deles seria o próximo chefe da família. Por anos, cada um tentou convencer seu pai de que o outro irmão era incapaz de receber tal responsabilidade, mas nenhum dos dois contava com a morte repentina de seu pai.

Sem tempo para luto, Suchiro depôs Kaishi de seus poderes e o exilou de Wano, se auto-proclamando o novo patriarca da Família Okami. Kaishi sem muitas opções, deixou o país para nunca mais retornar. Após uma loga viagem, Kaishi chegou no arquipélago de Sabaody, e sem muitas expectativas de vida, ele ingressou nos ranques da Marinha.

Rancoroso com seu próprio irmão, Kaishi decidiu que um dia, seus descendentes retornariam a Wano e reclamariam seu lugar de direito que foi usurpado.

## Características

A linhagem dos Okami possui algumas características que os identificam no meio dos demais. Todas as crianças que nascem com o sangue Okami nascem com as pupilas cinzentas, e os cabelos possuem uma tonalidade loira-clara. Quando chegam a maioridade, os cabelos podem ficar mais escuros dependendo da genética de seu pai/mãe.
Piratas de Bandana

## Os Piratas de Bandana

Os piratas de Bandana eram um grupo relativamente conhecido no East Blue. Todos os membros do grupo usavam uma bandana em sua cabeça, geralmente com o Jolly Roger do bando. O seu navio se chamava SS. Benten Gari.

O grupo foi fundado por Megumi Volka, apos ela graduar de sua antiga tripulação. O Grupo viveu pouco, sendo traido por um de seus membros que o entregou a marinha. Parte da tripulação, incluindo sua capitã, foi morta, enquanto o resto foram presos em Impel Down. Os unicos restantes livres são Malone, que vendeu o navio pra marinha em troca de favores, e Axl, que foi salvo pela capitã.

## Integrantes

* Megumi Volka (Capitã, Cartografa)
* Axl Scorpius Axel (Imediato, Musico)
* Malone (Faxineiro)
UOM-2

*The information presented in this article is **true for my alternate history**, but either completely false, or only partly true for real life.*

## Performance

### Engines

* 4x HG-3
* 32x R-4D (RCS)
* 2x SE-9-1 (Ullage)

## Launch History

### First flight

late 1991

The **UOM-2** (**Uranus Orbital Module 2**) is an American rocket stage designed and built by McDonnell Douglas.

It was used to put the Coelus Program Ship into orbit around Uranus.

## Development:

It was derived from the SOM-2 stage, and is superficially very similar.

## Design:

The stage has builtin reaction control subsystem, with 8 RCS blocks, with 4 R-4D thrusters in each.

For ullage 2 dedicated ullage pods are provided, each with one powerful SE-9-1 thruster and a supply of propellant.

Keeping the propellant cool were 4 large radiator units, complete with heat pumps and vacuum honeycomb insulation with additional spray-on foam insulation.

The tank skin consisted of 2 thin sheets, joined by a spacer, which formed airtight cells. Those cells were then drained from air and welded shut.

The entire assembly weighed only a bit more than a conventional isogrid tank.

The UOM-2 consists of 6 major sections:

### Forward Skirt

The forward skirt is 33 ft (10.06 m) in diameter

### Thrust Structure

The thrust structure consists of a large cross-shaped structural element, mounted to the aft skirt via 8 beams that transferred the loads from the stage's 4 engines. Additional beams connect between the cross, serving as a mounting platform for stage's control systems, pressurant tanks, and RCS tanks.

## Trivia:

The vacuum honeycomb insulated tanks were difficult to manufacture and thus very expensive.
SOM-3

*The information presented in this article is **true for my alternate history**, but either completely false, or only partly true for real life.*

## Performance

### Engines

* 1x HG-3-1
* 16x R-4D (RCS)

## Launch History

### Last flight

unknown

The **SOM-3** (**Saturn Orbital Module 3**) is an American upper stage built by McDonnell Douglas.

This stage was used to put the Othrys Program Ship on its return trajectory to Earth.

## Design:

Its heritage can be traced back to the S-IVB, and its proposed 10.06 m variant.
Harry Fenton

**Harry Fenton** war eine immer wiederkehrende Figur und der ehemalige Vermieter/Eigentümer der Garnison. Er war der Vermieter, bevor Thomas Shelby und die Peaky Blinders den Pub kauften. Danach wurde er durch Arthur ersetzt, blieb aber weiterhin als Barkeeper im Pub tätig.

## Handlung

### 1. Staffel (1919)

Harrys Beteiligung an der Staffel 1 ist eher minimal, aber einflussreich. Nachdem er Grace Burgess' Gesang gesehen hat, willigt er ein, sie als Barkeeperin in der Garrison, seiner Kneipe, einzustellen. Nachdem die Garrison zu einem beliebten Hotspot für die Peaky Blinders geworden ist, kauft Thomas Shelby die Kneipe von ihm, was ihn gut entschädigt. Er ist zwar nicht glücklich über den Kauf, aber er versteht, dass er angesichts des Reichtums und des Einflusses der Peaky Blinders keine andere Wahl hat. Er bleibt Barkeeper in der Garrison und kümmert sich um die Geschäfte von Peaky wo immer möglich.

## Zitate

*"Ihr seid schlechte Männer, aber ihr seid unsere schlechten Männer."*
Irene O’Donnell

**Irene O'Donnell** ist eine Pro-Treaty Paddies, die mit Donal Henry und Chester Campbell zusammenarbeitet, um Thomas Shelby zur Ausführung eines Attentats zu erpressen.

## Vergangenheit

Irene hat einen Sohn namens Sean, der die Cherrywood Road School in Harborne besucht. Er ist verkrüppelt und wird von Thomas Shelby als "mit Eisen an den Beinen" beschrieben, wodurch er nicht mehr laufen kann und in jedem Rennen Letzter wird.

## Handlung

### 2. Staffel (1922)

Zusammen mit Donal Henry trifft sich Irene mit Thomas Shelby in einer rivalisierenden Kneipe namens The Black Lion, um ihn zu erpressen, ihr Gebot zu erfüllen.

Sie ist überrascht, als Thomas enthüllt, dass er ihre Identität und die ihres Sohnes kennt. Sie lässt jedoch nicht zu, dass Donal ihn tötet, und behauptet, dass Thomas durch "einen informierten Konsens" ausgewählt wurde, weil er seine Feinde erforscht. Sie teilt Thomas mit, dass eine Stelle frei geworden ist und dass er sie besetzen wird, und fordert ihn auf, den Mund zu halten und zuzuhören.

Irene scheint von Thomas' Intelligenz leicht beeindruckt zu sein, während sie gleichzeitig von seinem Gangster-Lebensstil angewidert ist.

Bei einem Treffen zwischen Thomas und Campbell sind Irene und Donal ebenfalls anwesend. Thomas merkt, dass die drei zusammen arbeiten, was ihn amüsiert, und dass sie die Schuldigen an der Sprengung des Garrison Pubs waren. Irene erklärt, dass es sich um eine "einzigartige politische Situation" handele und dass sie ein "gemeinsames Interesse" hätten, um seinen spöttischen Kommentar über die Allianz zwischen zwei vertragsfreundlichen Paddies und einem Agenten der Krone zu verteidigen. Thomas schlussfolgert, dass er für die Mission ausgewählt wurde, weil auf diese Weise das Verbrechen als bandenbezogen und nicht als politisch angesehen würde. Nachdem Irene ihm die Akte mit den für die Ermordung von Feldmarschall Henry Russell notwendigen Informationen vor die Nase geworfen hat, sagt Thomas, dass keine Verbindung zwischen ihnen und der Mission hergestellt werden dürfe.

## Zitate

*"Gewalttätige Männer sind auf der ganzen Welt am leichtesten zu bekämpfen." - Irene zu Thomas*

*"Von jetzt an, Herr Shelby, halten Sie Ihr verdammtes Zigeunermaul und hören Sie auf Ihre Anweisungen." - Irene an Thomas*

*"Der König bietet Ihnen einen Friedensvertrag an, und Sie beginnen einen Krieg deswegen. Das ist lustig, finden Sie nicht auch? Ein Krieg um den Frieden." - Thomas an Irene*
The World of Crystal Chronicles

The world of Crystal Chronicles is as colorful and diverse as it is dangerous. A poisonous Miasma pervades every corner of the world, and monsters have emerged with increasing ferocity from within this mist. Seeking refuge from these combined threats, the people have settled near grand Crystals which repel the Miasma so long as they're regularly supplied with Myrrh. This resource is only found in the world's deepest and most dangerous recesses, and its scarcity keeps all civilizations on the edge of destruction. This necessitates that Crystal Caravans embark on quests to find the majestic Myrrh Trees and return with three drops before their towns succumb to the Miasma.

## The Four Tribes

There are four races in the world of Crystal Chronicles, each with their own unique physiology and culture.

- The proud and militant Lilties

- The humble and friendly Clavats

- The wild and agile Selkies

- The enigmatic Yuke
World Overview

The World of Final Fantasy Crystal Chronicles is an especially dangerous place for adventurers, as it is covered in a poisonous Miasma in addition to the myriad Monsters that wander the wilds. The only sanctuaries for people to settle are within the proximity of giant Crystals, which repel the Miasma as long as they are regularly infused with Myrrh collected from Myrrh Trees. Each town employs adventuring parties known as Crystal Caravans to gather Myrrh every year.

## Inhabitants

The world is home to four intelligent races called Tribes. They are:

* The humble Clavats
* The mighty Lilties
* The nimble Selkies
* The enigmatic Yukes

## Miasma

*See Main Article:* Miasma

Miasma is a mysterious, poisonous haze that pervades the world's atmosphere. Though it appears to have no effect on plants or animals, it will kill a person in seconds, and is known to strengthen monsters. Its chemical relationship with water only worsens the dangers.

## Crystals

*See Main Article:* Crystal

Whether by alchemical reaction, arcane magic, or divine will, a Crystal infused with Myrrh will repel Miasma. Though towns and settlements are safely formed around enormous house-sized Crystals, travel between towns is possible by way of rare Pocket Crystals that repel Miasma within a smaller radius. Every year, Crystal Caravans are employed by each town to collect Myrrh with a magical container known as the Crystal Chalice, which is adorned with one such Pocket Crystal.

## Myrrh

*See Main Article:* Myrrh

This mysterious and rare liquid is needed to power the Crystals that repel Miasma. It can only be obtained from Myrrh Trees and contained in a Crystal Chalice placed on a tree's natural altar. Infinitesimal amounts of Myrrh can power Pocket Crystals that pass near infused town Crystals.

## Monsters

*See Main Article:* Monsters

Monsters roam the wilds throughout the world and come in many forms, ranging from the humanoid Goblins and Orcs to the more beastly Bats and Behemoths. Some form their own societies and cultures, following strong and menacing leaders.

## Regions

The lands within reasonable proximity from known Crystals are connected by roads paved by the Lilty patrolmen in the years after the end of their bloody campaign of conquest. Lands within this network are divided into seven inhabited regions separated by Miasma Streams that are only passable at crossing points within mountain ranges, as well as the Jegon River. These regions are:

* Tipa Peninsula
* Ironmine Downs
* Vale of Alfitaria
* Veo Lu
* Plains of Fum
* Rebena Plains
* The Abyss

Across the sea to the west of Tipa are two islands that are accessible by Tristan's Ferry from Port Tipa or the ports further up the Jegon River:

* Kilanda Isles
* Lynari Isle

Farther east are the disconnected regions largely forgotten by all but their inhabitants:

* Forgotten Kingdom of Epitav
* Frontier Lands (Padarak)
Moogles & Myrrh Trees Wiki

A guide designed to adapt the Final Fantasy Crystal Chronicles setting to Dungeons & Dragons 5e.

**Welcome to the Moogles & Myrrh Trees Wiki!**
We're a collaborative community website about Moogles & Myrrh Trees that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderWorld OverviewPlaceholderTribesPlaceholderMonstersPlaceholderGameplayPlaceholderItemsPlaceholderQuests

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Travel Distance Figuring

Travel distances in points:

Tipa => Marr's Pass: 6 points, 1 stream

Tipa => Port Tipa => Marr's Pass: 4 points, 1 river

Tipa => Kilanda: 3 points, 1 ocean

Tipa => Lynari Desert: 4 points, 2 ocean

Marr's Pass => Alfitaria: 4 points, 1 stream

Marr's Pass => Shella: 7 points, 2 streams

Marr's Pass => Fum: 3 points, 1 river

Marr's Pass => Rebena Te Ra: 7 points, 1 river, 1 stream

West Bank => Rebena Te Ra: 6 points, 1 stream

Alfitaria => Shella: 5 points, 1 stream \*

Tipa => Shella: 13 points, 3 streams \*

Tipa => Port Tipa => Marr's Pass => Shella: 11 points, 1 river, 2 streams \*

Tipa => Fum: 5 points, 1 river

Tipa => Marr's Pass => Rebena Te Ra: 11 points, 2 river, 1 stream

Tipa => West Bank => Rebena Te Ra: 9 points, 1 river, 1 stream

Rebena Te Ra => Fum: 6 points, 1 stream

Rebena Te Ra => Shella: 13 points, 1 river, 3 streams

Tipa => Rebena Te Ra => Lynari Desert => Shella: 25 points, 4 ocean, 3 river, 4 streams

Above route + Shella => Tipa: 36 points, 4 ocean, 4 river, 6 streams

## Longest Caravan Route

The farthest I could think of without revisiting regions more than necessary:

Starting in Tipa, and going the fastest possible route to Rebena Te Ra, then Lynari Desert, then Veo Lu Sluice, then back to Tipa, collecting 3 drops of Myrrh:

Traverse 36 roads between forks or locations

Cross lengths of ocean 4 times

Pass through the Jegon River 4 times

Pass through 6 miasma streams

Complete 3 dungeons

36 + 4 + 4 + 6 + 3 = 53 units of time spent

53 days is roughly 1 month 23 days

106 days is roughly 3.5 months.

If roads are two days each, oceans are three days each, and everything else is one day:

36 roads = 72 days
4 oceans = 12 days
4 rivers = 4
6 streams = 6
3 dungeons = 3

Then this journey, without spending any extra days in town, would cost 97 days, or 3 months and 1 week. This world is hilariously small.
Spear Thrower

Ev Digg's Thoughts:

Typical weak ranged troop similar to Greek or Persian Archers. It is cheap, but the speed of 5 puts it at a disadvantage when compared to longbowmen and crossbow captains who have speed 6 and will therefore attack before these do each round. Ranged troops in general can offer support for stronger troops in front of them, and as long as enemy attacks are being absorbed by troops in front of them the comparably weak damage they inflict can add up to substantial damage as the number of rounds continues to increase. As with other weak ranged troops be cautious when using these against enemy Goddesses - they could do your side more harm than good if they trigger the enemy Goddesses to resurrect more of themselves than your Spear Throwers actually kill.
Kishou Yamaoka

Kishou Yamaoka is a consistent contestant on Survivor: REM. He has 2nd casting priority, and thus is guaranteed to appear in every season.

In *Borneo*, Kishou was known for his odd "alphabet strategy", basing his vote from the alphabetical arrangement of his fellow cast members' names, which accidentally helped the Tagi Alliance in eliminating the competition from the rival Pagong tribe. When the intended target Midori Harada won immunity at the final five, Kishou was voted out for being the alliance outsider.

## Career

### Borneo

Kishou's claim to fame was initially creating a ridiculously long (not to mention heavy) fishing pole he called "Superpole 2000." His invention became useless when Tsutomu Wada revealed to be an experienced fisherman, duping Kishou in the process. Despite being one of the stronger members of Tagi, he and Ronia Kimura were often unsuccessful in camp life, and Kishou even spent time making a bowling alley much to Shieri Yasude's annoyance. He was uncomfortable with the voting element of the game, which meant Tsutomu, Kaori Funai, Eri, and Midori Harada excluded him from their alliance, and they voted out Ronia without him knowing about it.

He became more famous for his "alphabet voting" strategy, in which he cast his votes based on the order of contestants' names in the alphabet. He later claimed that he chose the system as a way to vote off members of the opposing Pagong tribe, whose names were all earlier alphabetically than his own tribe, while appearing to do so in a non-deliberate manner. Kishou accidentally eliminated Mikihiro Yasutake and Osamu Morioka in the game using his strategy. With this, the five Tagi members who entered the merge became the final five. With the intended target, Midori winning immunity and being the only outsider of the core Tagi alliance, Kishou was unanimously eliminated.

As a juror, Kishou cast his vote for Tsutomu, believing he was the least objectionable between him and Midori.
Five nights at fireys Wiki

cancelled

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Лучник на слоне

Вид войск, доступных при игре за персов. Вообще правильно назвать "Слоном с лучниками". Имеет следующие атрибуты: **А**-3 **З**-9 **У**-2-4 **Ж**-120 **С**-4 **Р**-3 (без прокачки) и **А**-7 **З**-12 **У**-2-10 **Ж**-129 **С**-4 **Р**-3 (после прокачки). Слона с лучниками можно нанять в казарме за 600 золота, 2 оружие и 1 слона (тренировка одного воина составляет 30 минут); за раз нанимается до 5 слонов, которые берутся из свободного населения города. Однако на одного слона уходит 2 человека из населения города. Идеальный вариант дальнобойных воиск: имея неплохую защиту и огромный запас ОЗ может расстреливать других юнитов очень долго?
Захват территорий

В игре есть возможность захвата территории. Однако для этого необходимо отменить нейтралитет. После снятия защиты, Вы сможете напасть на любой город (который также снял с себя защиту) или территорию (лес, поле, болото, каменоломня, медный рудник, рыбное место). При нападении на ничейную территорию Вам придется сражаться с лесными зверями (волки, медведи), а при нападении на город или находящуюся под чужим контролем землю - с войском, которое там расположено. После объявления войны начинается отсчет времени "на подготовку" к битве. Она проходит в автоматическом режиме, хотя мы надеемся, что разработчики исправят это. Бой нельзя отменить, поэтому, если вы не уверены, не атакуйте. В случае победы территория отойдет к Вам во владения (можно посмотреть во вкладке Territory)
Sergeant Moss

Peaky Blinders

Inspektor Campbell (ehemals)

**Inspektor Sergeant Moss** ist ein Polizeibeamter aus Birmingham. Er diente seinem Land während des Krieges in Frankreich.

## Handlung

### 1. Staffel (1919)

Sergeant Moss ärgert sich über die zunehmende Korruption in seiner Truppe, baut aber langsam mehr und mehr Ressentiments gegenüber Inspektor Campbell auf, da er mit Campbells Methoden nicht einverstanden ist.

### 2. Staffel (1922)

Trotz seiner früheren Meinungen ist er nicht nur in der Tasche der Peaky Blinders, sondern er vertritt auch den Chef der örtlichen Polizei und wird oft gesehen, wie er bestochen wird, damit er eine Untersuchung fallen lässt oder sogar dafür sorgt, dass in bestimmten Gebieten keine Patrouillen abgehalten werden.

Trotz seiner früheren Meinungen ist er nicht nur in der Tasche der Peaky Blinders, sondern er vertritt auch den Leiter der örtlichen Polizei und wird oft bestochen, damit er eine Untersuchung fallen lässt oder sogar dafür sorgt, dass in bestimmten Gebieten keine Patrouillen abgehalten werden.

### 3. Staffel (1924)

Moss unterstützt weiterhin die Bemühungen der Peaky Blinders und betreibt etwas illegale Geschäfte für das, was er für das größere Wohl hält.

In einem Teil der Serie kann man Moss ohne die Bänder seines Sergeants sehen, aber mit einem einzigen Pip auf seiner Schulterklappe. Obwohl er nie explizit erwähnt wurde, wird an dieser Stelle angenommen, dass er der (inzwischen verstorbene) Rang eines Stationsinspektors ist. Irritierenderweise ist bekannt, dass dieser Rang nur bei der Metropolitan Police (1880-1936) existierte, die Birmingham nicht einschloss.

In der letzten Episode ist Moss mit 2 Pips auf seiner Schulterklappe zu sehen.

### 4. Staffel (1925-1926)

In der zweiten Episode sehen wir Moss mit zwei Pips auf seinen Epauletten. Er stellt sich als "Inspector Moss" vor.

In der fünften Episode lösen Moss und seine Beamten ein Duell zwischen Luca Changretta und Tommy Shelby auf, wobei auch Tommy klar wird, dass er nicht mehr auf seiner Gehaltsliste steht.

## Zitate

*"Wir sind normale Polizeibeamte, Sir, keine Spione. Wir können nur handeln, wenn ein Verbrechen begangen wurde."*

*"Ich bin ein Polizist, Tommy, ich bin ein verdammter Polizist!"*