recursal/Fanatic-Fandom huggingface dataset:
The Bridges of Branholme

**The Bridges of Branholme** is the first mission in Chapter 1 of *Unsung Story*. It takes place in Branholme, School of Technology.

## Objectives

* Primary objective: Defeat all enemies.
* Secondary objective: Sirena and [player character] must survive.

## Walkthrough

This mission has two phases. Since this is the first mission of the game, a number of tutorial messages will be displayed.

This is a relatively easy mission as the microbots typically inflict about 20-30 damage per attack and the automatank inflicts about 50-60 with its melee attack combo. The automatank also has a ranged fire attack that hits the three tiles in front of it, but this is about half the damage.

The recommended party is two Mercenaries and one Physician for safety, since it is likely one or more healing potions will be used in the final phase and Double Duty allows two characters to be healed in a single turn. Three mercenaries is not necessarily that risky, but provides little extra attack power.

### First phase

During the first phase, the bridge is down, limiting combat to a fairly small area, yet it's still large enough that the three microbots will be too far to attack in the first round. Instead, advance ahead close enough for the microbots to attack that round and use Defend. Defend grants a free automatic attack against the first enemy to come within melee range, so it's valuable to bait them in to attack. In the following rounds, just attack, healing in the unlikely event someone falls below 60 HP. Focus on the lowest health bot within each character's movement range.

Once the bots are defeated and the current character's turn, Sirena will automatically raise the bridge, and the party will cross to the other side.

### Second phase

This time there are three microbots and an automatank. While the automatank has much more damaging attacks, it also has correspondingly greater health. It's therefore probably best to focus on the microbots first. The strategy is otherwise largely the same as the first phase: advance and defend to bait the enemies in on the first round, and just attack in following rounds. The difference is that someone is likely going to need to be healed for safety during this phase since health is not recovered between phases. If two characters need to be healed at the same time and the physician can get close enough to each, use Double Duty to pass up only one attack opportunity.
Branholme

In *Unsung Story*, **Branholme** is a city in the world Lasfaria. It also refers to the School of Technology located there.

*This article is a stub. You can help Unsung Story Wiki by expanding it.*

## Missions

These missions take place here:

1. The Bridges of Branholme
2. War Summit
3. A Way Out
4. Streets In Chaos

## Allies

### Major allies

These major characters are seen here:

* Lady Sirena Renfern
* Brienze Dupree

### Other allies

Other allies seen here include:

* Recruiter
* Branholme Merchants

## Enemies

These enemies are encountered here:

* Microbots
* Automatank
* Saxtel Mercenary
* Saxtel Archer
Opus

The **Opus** is a special location in *Unsung Story* that becomes accessible after completing the mission Streets In Chaos. It serves as a key hub for the player allowing management of the party and inventory between missions. It is essentially also a story character as it has dialogue and talks to the player character.

## Services

### Recruitment

Recruitment allows the player to recruit new units into the roster for a fee. Four units are up for offer at a given time. Players can pay a fee for "New Contracts," refreshing the available units for recruitment.

### Job Captain

The Job Captain offers several services:

* Changing the primary and secondary jobs on units in the roster.
* Viewing the current and upcoming abilities for each job.
* Changing a unit's currently assigned abilities.
* Viewing a unit's stats.
* Changing units' equipment.

### Character Customization

The appearance of all characters in the current roster can be changed here.

### Store

The store offers equipment and items for sale.

When the Opus first becomes available, the store's inventory includes the following:

## Story character

The Opus is capable of talking with people and seems to be sentient. While it appears to have powers over time, the dialogue when the player character first encounters it suggests it may have limits in that it must obey causality.
War Summit

**War Summit** is the second mission in Chapter 1 of *Unsung Story*. It takes place in Branholme, School of Technology.

## Objectives

* Primary objective: Defeat all enemies.
* Secondary objective: Brienze, Sirena, and [player character] must survive.

## Walkthrough

The recommended party is two Mercenaries and one Physician for safety because Brienze is likely to take more than his fair share of attacks.

Most or all of the party should advance to help Brienze, as it is likely both automatanks will move to attack him. It won't hurt to send a mercenary to the other side of the room to deal with the microbots there. Like the last mission, it won't be possible to close in enough to attack on the first round, so take advantage of the free attack offered by Defend. Otherwise, this is a straightforward mission: heal your party and allies when they are at low health and attack the enemies the rest of the time.
Chapter

There are at least four **chapters** in *Unsung Story*.

*This article is a stub. You can help Unsung Story Wiki by expanding it.*

## Chapter 1

Chapter 1 introduces Lady Sirena Renfern immediately in the first mission, followed shortly by Brienze Dupree in the second. A war summit is taking place in Branholme, and Lady Sirena has been asked to attend. The player character has been hired to see to her safety, which is quickly compromised when attackers somehow turn the automatons of Branholme against their masters.

## Chapter 2

Chapter 2 is expected to introduce Asette Dupree.

## Chapter 3

Chapter 3 is expected to introduce Miriam Duval.

## Chapter 4

Chapter 4 is expected to introduce Sir Roderic Apresa.
Plague Weaver

**Plague Weaver** is a magic job in *Unsung Story*.

## Description

These guys represent a power that humans would sooner choose to forget—rot, disease and decay. They are all about debuffing the opponent’s entire team from anywhere on the map. These debuffs are typically less likely to hit than one that’s focus-cast on a single target, but the added benefit of affecting multiple enemies at once can alleviate the risk.

## Skills

*This article is a stub. You can help Unsung Story Wiki by expanding it.*
Song

**Songs** are a special battle mechanic in *Unsung Story* that provide beneficial party status when played.

## Playing notes

At their most basic, songs are any combination of six notes. Notes are played by using abilities, not including basic attacks, defend, or overwatch.

The color of note played depends on the type of ability:

* Attack abilities play ⬤ red notes.
* Defense abilities play ⬤ blue notes.
* Support abilities play ⬤ green notes.

The color of note each ability plays can be seen on the character's hotbar. Any ability that plays a note will show a colored circle underneath the label indicating its shortcut key.

It's important to note that the ability used doesn't have to have any meaningful effect to play a note. For example:

* A Physician's Double Duty plays a ⬤ green note immediately. The Physician need not actually use items.
* Healing abilities play ⬤ green notes even if they are only healing units already at full health.
* A Mercenary's Sweep plays a ⬤ red note even if it is performed on empty tiles.

## Possible statuses

There are specific songs that can be played for stronger statuses, but any combination of six notes, once played, will immediately grant the party a specific positive status.

### Arbitrary note combinations

The specific status for arbitrary note combinations are displayed below.

#### Perfect and mixed harmonies

For these combinations, the *order* of notes is irrelevant as long as it's not the pattern of a named song. Only the *numbers* of each note matters for these harmony.

#### Imprecise harmoies

Imprecise harmonies happen when the combinations are:

* Are not the note sequence of a named song, and are one of the following:
	+ Composed of three of the same note, two of another, and one of the remaining.
	+ Composed of four of the same note and two others.
	+ Composed of five of the same note and one other.

The specific benefits are as follows:

 Moderate bonus to Magic

### Named songs

Available name songs can be viewed by clicking the button above the played notes above the hotbar. These songs include:

 Applies Haste and True Aim
Clocktower Incursion

**Clocktower Incursion** is the fifth mission in Chapter 1 of *Unsung Story*. It takes place in Branholme, School of Technology.

## Objectives

* Primary objective: Defeat all enemuies
* Secondary objective: Sirena, Brienze and [player character] must survive.

## Walkthrough

This mission is the first time it will be possible to bring jobs other than Mercenary and Physician, though it will likely be necessary to replay previous missions a bit to unlock new ones. It will probably be best to bring one healer, probably either a Physician or Sage.

This is otherwise a rather simple mission that does not introduce anything new. All the enemy types have been encountered in previous missions and use the same abilities. As to starting positions, placing all three party members in the north-most slots and advancing forward from there will goad the enemies into grouping up, especially if a Guardian is present to use Provoke the Wicked. Brienze and Sirena can exploit this grouping to great effect, as can jobs like Mercenary and Elementalist. But be mindful of the automatank's fire attack, which can cook up to three units if they're lined up.

The mechanical enemies have the lowest health, so it's a good idea to take them out first to reduce incoming attacks, a task made easier by the fact that they are the closest. The remaining, and now outnumbered, enemies should be little trouble to take care of after that.
Little Orbit

Founded in January 2010, **Little Orbit** is an independent video game development company headquartered in Santa Ana, California and London. They have the following games to their credit:

* Adventure Time: Finn & Jake Investigations
* Adventure Time: Secret of the Nameless Kingdom
* Descent : Underground
* Kung Fu Panda: Showdown of Legendary Legends

As of August 1, 2017, Little Orbit took over development of Unsung Story: Tale of the Guardians from Playdek..

## Source

* Three Years After Raising $660,000 On Kickstarter, Unsung Story Developer Playdek Bails
Cardboard

Cardboard is one of the two major Component produced by the Papermill that is used to make some strong goods and is an essential resource for any strategy based on this factory.

## Production

**Factory**: Papermill

**Recipe Input**:

* 1 unit of Wood
* 2 units of Water

**Recipe Output**:

* 1 unit of Cardboard

**Production Time**:

* 10 days

## Sold at

**Desired Destination**: Construction Goods

Price: $18,778.71

## Used In

Cardboard is currently used for:

* Books with Paper and Fabric in the Papermill
* Gift Wrapping with Paper and Dye in the Papermill
* Cartons in the Papermill
Black Beans

**Black Beans** is a Side Dish in *Cook, Serve, Delicious! 2!!*.

## Description

Historians believe black beans were first consumed in Mexico over 7,000 years ago. Since then, black beans have been popular throughout Brazil, Costa Rica, and Nicaragua. During the little known Unforgettable War of 1947, Brazilian soldiers reported unusually high casualties. It was only after an inquiry was performed that the problem was identified; troops were routinely eating brightly colored foods such as bananas, apples, and birthday cakes on the battlefield, rendering any camouflage redundant.

While reluctant, the troops agreed to instead eat the decidedly more inconspicuous black beans on the battlefield. To Brazil's delight, the plan worked, granting the nation a swift victory and allowing them to quickly forget the Unforgettable War of 1947.

## Recipes

**You must use a Holding Station to prep and serve this side.**

Each Holding Station can serve 9 customers.

There is only one recipe.

**Standard Prep (Holding Station):**

 Black Beans  Seasoning
Chapter 1

**Chapter 1** is the first chapter of *Unsung Story*.

*This article is a stub. You can help Unsung Story Wiki by expanding it.*

## Locations

This chapter takes place in the following locations:

* Branholme

## Missions

These missions are part of this chapter:

1. The Bridges of Branholme
2. War Summit
3. A Way Out
4. Streets In Chaos

## Allies

### Major allies

These major characters show up as allies during missions in this chapter:

* Lady Sirena Renfern
* Brienze Dupree

### Other allies

Other allies in the chapter include:

* Recruiter
* Branholme Merchants

## Enemies

These enemies are encountered in this chapter:

* Microbots
* Automatank
* Saxtel Mercenary
* Saxtel Archer
Crusader

**Crusader** is a physical prestige job in *Unsung Story*.

## Story character

The story character Sir Roderic Apresa is a Crusader.

## Description

The Crusader has a wide range of abilities and are heavily influenced by their equipment choices. Capable of protecting both themselves and their allies, they also have the potential to unleash a sudden magical onslaught, but they must carefully balance their focus resource to do either.

## Skills

* **Convalesce**: A ranged cross-pattern skill, which has a beneficial area-of-effect. Convalesce heals all units in the targeted area; units at less than half of their maximum health will be healed for more.
* **Smite**: A melee attack that deals magical Light damage, the attack has a chance to stun its target when used against an isolated foe.
Story character

**Story characters** in *Unsung Story* are non-player characters that are encountered in the course of the game. Story character allies may have special prestige jobs.

## List of story characters

* Lady Sirena Renfern, an experienced Lore Master encountered in the first mission of Chapter 1.
* Brienze Dupree, a renowned Vanquisher encountered in second mission of Chapter 1.
* Asette Dupree, a horned Ranger encountered in Chapter 2.
* Miriam Duval, a talented Daggermage encountered in Chapter 3.
* Sir Roderic Apresa, a singed Crusader encountered in Chapter 4.
Librarian

**Librarian** is a magic job in *Unsung Story*.

## Description

Librarians wield the ultimate power—manipulation of time itself. We have hinted at the way Unsung Story is told in reverse, and that mechanism is connected to Librarians who care for the "Opus", the first song and source of power behind the Schools. Librarians have changed the outcome of countless battles, slowing down the nimblest of foes, speeding up their allies and even undoing devastating losses. They focus on manipulating these mechanics through buffs, debuffs, passive abilities and reactive abilities. The Librarian is especially effective when paired with a slow but powerful class, or when facing extremely fast opponents.

## Images

* Human female Librarian concept art
* Concept art for all mana jobs

*This article is a stub. You can help Unsung Story Wiki by expanding it.*
Clay Crock

* Fired
* Unfired

A **Clay Crock** is a cooking tool.

It can be used to make Three Sister's Stew, sauerkraut, Turkey Broth, Ice Cream and Wine. It is created by combining two wet clay bowls to make a *Wet Clay Crock*, then firing this in a kiln using wooden tongs.

## Usage

Three Sister's Stew
Sauerkraut
Turkey Broth
Ice Cream
Engineer

**Engineer** is a physical job in *Unsung Story*.

## Description

Engineers are the builders and researchers behind the School of Technology. They are combat-trained, but tend to utilize their expertise over brute force in combat. They can rush ahead of the allied team, placing as many traps as possible before retreating to safety. Once behind allied lines, they can pelt the enemy team with bombs, dealing decent ranged damage to an area.

## Notes

* This job was originally called Saboteur, but a name change to Engineer was announced in October 2018.

*This article is a stub. You can help Unsung Story Wiki by expanding it.*
Profession and class

In the original concept of *Unsung Story*, there were several **classes** units could use, limited by the **professions** to which they had learned. This concept appears to have been abandoned in favor of a job system with an unlock tree.

Available classes, by profession, would have included:

* **Clergy**
	+ War Mage
* **Corporeal**
	+ Minister
	+ Botanist
	+ Life Sage
* **Esoteric**
	+ Arcanite
	+ Temple Orderman
	+ Practitioner
* **Estate**
	+ Aerolest
* **Noble**
	+ Ballast Knight
	+ Royal Hoplite
	+ Orb Guard
* **Pioneer**
	+ Polearm Knight

## Source

* http://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians
Bag item

In *Unsung Story*, **bag items** are items that units can carry on missions in their bag. They are typically consumable items, frequently used for healing or temporary beneficial status effects.

*This article is a stub. You can help Unsung Story Wiki by expanding it.*

## List of bag items

The following bag items are available in the game:

 Speed Potion | Gives an increase to Speed. | 100
Wildlord

**Wildlord** is a hybrid job in *Unsung Story*.

## Description

Wildlords are capable of learning the abilities of monsters they encounter and wielding these strange powers to great effect. They focuse on using Monster Skills, which means they have a great variety of skills to use in combat. However, they lack a specific tactical focus, instead serving to fill in holes in the team. They use Glaives.

## Images

* Horned male Wildlord concept art
* Concept art for all nature jobs

*This article is a stub. You can help Unsung Story Wiki by expanding it.*
Race

There are three major **races** in the world of Lasfaria in *Unsung Story*.

*This article is a stub. You can help Unsung Story Wiki by expanding it.*

## List of races

The major races include:

* Human
* Singed
* Horned

At the time of this writing, the current early access build only allows player characters and the character roster to be human.
A Way Out

**A Way Out** is the third mission in Chapter 1 of *Unsung Story*. It takes place in Branholme, School of Technology.

## Objectives

* Primary objective: Get 1 ally to the exit.
	+ *Note:* Defeating all enemies will also complete the mission.
* Secondary objective: Sirena and [player character] must survive.

## Walkthrough

The goal in this mission is simply to get a single ally to the tiles across the room with green circles. Overloading steam vents provide hazards, venting damaging steam two tiles in front of them. They will begin to flash one round before they vent.

There are two different tactics you can use, and for either, it may be more beneficial to bring two physicians instead of two mercanaries.

The enemies have no respect for the hazards of the steam vents, which inflict a great deal of damage when they vent, though they can miss. They may do so more than once each round and can finish enemies very quickly. Consider baiting the enemies to move in front of them by moving one tile from the discharge zone and deliberately exposing the unit's side or back, which the enemies prefer to attack. *But this is a risky tactic* because of Sirena, as she does not respect the very steam vents she warns the player character about. The enemy may inadvertently bait her in front of one, and a hit can easily knock her out even if she's at full health. Having the extra revive potions a second physician carries might just be the difference between keeping her alive and failing the mission because she dies. Remember the mission will be cleared upon defeating all enemies; there's no need to get an ally to the exit tiles using this tactic. As long as Sirena is merely knocked out and not dead at that time, it's still a mission success.

Alternatively, just try to get one of your party members to one of the green exit tiles. Use the other party members to try to keep the enemies busy or even defeat them where possible and heal when necessary. It's probably best to avoid running up the middle due to all the steam vents there.
Physician

**Physician** is the magic starter job in *Unsung Story*.

## Description

The Physician is the oldest discipline in the School of Technology, and represents the shift from magical research to the scientific. While they’re the precursor the many advanced classes, their skills are quite useful later on.

The Physician supports allies with curative effects from a distance. They’re extremely versatile and powerful support units, but they require items to be effective. If the player runs out of items, they’ll have to buy more from shops while outside of battle.

Physicians are capable of combining their items to create new effects. This becomes especially important in the late game, where advanced items can only be created by combining two lesser items.

* Weapons: Vial
* Strengths: Good healer with support. Able to use more items than others.
* Weakness: Very dependent on inventory items. Lacks high damage abilities.
* Considerations: Influence, Magic, Speed

## Abilities

### Action abilities

Physicians have the following action abilities:

### Passive abilities

The physician can assign the following passive abilities:

 5 | Field Medic | Once per mission, when an ally within range 3 is KO'ed, immediately revive them to half health.

*This article is a stub. You can help Unsung Story Wiki by expanding it.*
Pollution Management

Each Land Mass tile will have a Healing rating to indicate how fast the tile will recover from pollution.

Land Tiles without a Tree will have a Healing Rating of 1% per day while those adjacent to (or on top of) Trees will be able to recover 2.5%. Since Players can plant Trees they can overlap several different tree radiuses but their effects do not stack with each other.  Saplings do not provide this bonus.

If a Player wishes to clean a Water Tile, they will need to place a Water Treatment Plant along the shoreline where there are Polluted Water Tiles.

* Placing a Water Treatment plant will remove 10% of Blight Rating every 10 Days from Water Tile 1 Radius from the building if it has enough Sand to complete the process (Similar to Recipes). 1 sand per cycle = -10% pollution in the module’s AoE.

If a Player wishes to clean a Land Tile, they have a few building options to do clean the surrounding tiles

* Wet Air Scrubber: Placing a Wet Air Scrubber plant will remove 5% of Blight Rating every 10 Days from Land Tiles 1 Radius from the building if it has enough Water to complete the process (Similar to Recipes). 2 water per cycle = -5% pollution in the module’s AoE.
* Chemical Scrubber: Placing a Chemical  Scrubber plant will remove 10% of Blight Rating every 10 Days from Land Tiles 1 Radius from the building if it has enough Chemicals to complete the process (Similar to Recipes). 1 Chemical per cycle = -10% pollution in the module’s AoE.
Unsung Story Wiki

Welcome to the *Unsung Story* Wiki
the *Unsung Story* compendium by the players, for the players.
We are currently maintaining 598 pages (97 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Basics

* How to play
* Story characters
* Units
* Jobs
* Items
* Missions
* Songs
* Game support

Wiki

* Community portal
* Admin noticeboard
* Recent changes
* General disclaimer
* Gamepedia Help Wiki
* Create an account
* New pages
* Missing pages

World

* World of Lasfaria
* Seventy-Seven Years War
* Alionne Kingdom
* Saxtel Empire

Participate
Have a page you'd like to add to the Unsung Story Wiki? Get started by giving your article a name and hitting "Create Page." Edits and improvements to existing pages are also appreciated.

* Adding content
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Video

Images
mw.loader.load('ext.slideboxlightshow');
About

Unsung Story is Yasumi Matsuno’s spiritual successor to Final Fantasy Tactics and Vagrant Story with many exciting innovations. In a world where spells are cast as songs, and magic can reshape reality. The original shapers created a way to sing history and store it in the grand Opus to stabilize the land. But now, the 77-Year War has come, and evil has won. Players start at the final battle, and work their way back in time to save the world.

**Developer:** Little Orbit, LLC**Publisher:** Little Orbit, LLC**Genre:** Tactical RPG**Mode:** Single-playerPlatforms and Release dates
December 17, 2020 (early access)TBA

Twitter
Tweets by @unsungstorywindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Links

* Official site
* Official forums
* Steam
* Facebook
* Twitter
* Reddit
* Youtube
* Twitch
* Kickstarter
* GamersFirst
* Little Orbit
Heavy Industry

Factories combine Products generated by Farms and Gatherers to generate a higher quality Product that can be used to make other Products or to be sold to Settlements or the State.

Heavy Industry references to Factories that make Heavy Products.

### **Placing a Factory**

1. Place a Factory by choosing one in the Construction Menu under the Factories Tab
2. Once built, the Factory’s building panel should automatically open. If not, Click on the Factory to open its panel.

### **Choosing and producing a Recipe**

1. Open the Factory’s Panel and Click on the Production Tab
2. Click on the Set button next to the Product you wish to create.
3. You must identify which ingredients are required to create the Product. Send Products from Farms, Gatherers, and even other Factories via their Destination tabs, to create the new product. Start with a small Recipe til you get the hang out it.
4. Once all the correct amounts of ingredients are at the Factory, production with begin!
5. There will be a bar to show the Products progress. If it doesn’t move then something is wrong. E.g. not enough ingredients or a lack of storage space in the building.

### **Transporting Products - Manual Mode**

1. Open the Factory’s Panel and Click on the Destination Tab
2. Click on one of the Destination slots
3. Find a Destination from the list and click on it. Only valid destinations are shown, so if there is none, a “0” appears next to the category.
4. Click on additional Destination slots to transport more resources or transport resources to multiple destinations
Paper

Paper is one of the two major Components produced by the Papermill and can be a crucial resource for any strategy based on this factory.

## Production

**Factory**: Papermill

**Recipe Input**:

* 1 unit of Wood
* 2 units of Water

**Recipe Output**:

* 1 unit of Paper

**Production Time**:

* 10 days

## Sold at

**Desired Destination**: Book Store

Price: $18,778.71

## Used In

Paper is currently used for:

* Chocolate Bar with Cocoa and Milk in the Food Factory
* Gift Wrapping with Cardboard and Dye in the Papermill
* Newspapers with Dye in the Papermill
* Posters with Dye in the Papermill
* Deluxe Books with Wood and Leather in the Papermill
* Books with Cardboard and Fabric in the Papermill
Cans

Cans are a Component that is produced in Glassworks and Smelter and can be used in various recipes in the Preservation Factory and are strongly advised for any strategy using this factory. It is also used for one of the two End Product (and therefore sellable) recipes in the Petrochemical Plant: Paints.

## Production

**Factory**: Glassworks and Smelter

**Recipe Input**:

* 1 unit of Steel

**Recipe Output**:

* 1 unit of Cans

**Production Time**:

* 10 days

## Sold at

**Desired Destination**: Construction Goods

Price: $32,076.99

## Used In

Cans are currently used for:

* Soup with Vegetables and Water in the Preservation Factory
* Canned Fish with Fish in the Preservation Factory
* Corned Meat with Meat in the Preservation Factory
* Paints with Dye and Water in the Petrochemical Plant
Plantation

Plantation is a farm's category used for most crops adapted to tropical biomes.

## Production

Plantation can produce

* Cocoa using Water
* Cotton using Water
* Sugar using Water
* Berries using Water

## Attributes

* Cost: $125.000, plus $75.000 by field.
* Monthly upkeep: $2.083, plus $1.250 by field.
* Pollution level: None
* Smoke amount: None
Dough

Dough is a Component that is produced in Food Factory and can be used in the Recipes for Apple Pie and Pizza. It makes Dough pretty important for food-focused strategies.

## Production

**Factory**: Food Factory

**Recipe Input**:

* 2 unit of Wheat
* 1 unit of Water

**Recipe Output**:

* 1 unit of Dough

**Production Time**:

* 12.5 days

## Sold at

**Desired Destination**: Deli

Price: $9,554.98

## Used In

Dough is currently used for:

* Apple Pie with Apples in Food Factory
* Burgers with Meat and Vegetables in Food Factory
Food Factory

The Food Factory is a food-related Factory.

## Recipes

* Cheese using Milk and Water
* Dough using Wheat and Water
* Apple Pie using Dough and Apples
* Chocolate Cake using Wheat, Eggs, and Cocoa
* Orange Juice using Oranges, Water, and Cartons
* Apple Smoothie using Apples, Water, and Cartons
* Chocolate Bar using Cocoa and Milk
* Pizza using Wheat, Cheese, and Vegetables
* Burgers using Dough, Meat, and Vegetables

## Attributes

* Cost: $800.000
* Monthly upkeep: $13.333
* Pollution level: Low
* Smoke amount: Medium
Produce

Produce is a collective name for Food Products which are produced in Farm Buildings. These products are produced from mostly simple recipes and serve as steps in the production of more complex products. Produce has a higher individual value and can thus be sold for a decent price besides being used as an ingredient.

Crop Farm, Orchard and Plantation need Water to produce following raw resources:

* Apples
* Berries
* Cocoa
* Cotton
* Grapes
* Hops
* Potatoes
* Oranges
* Sugar
* Vegetables
* Wheat

Livestock Farm needs Water and Wheat to produce:

* Beef
* Chicken Meat
* Eggs
* Leather
* Milk
* Mutton
* Wool
Trucks

Trucks are vehicles that utilize Roads and Highways to move Products from one building to another. There are 2 types of types of Trucks: Destination Trucks and Trade Trucks.

* Destination Trucks are short distance haulers that move a single unit of a product between buildings and managed in the Destinations Tab of a Building Panel.
* Trade Trucks are long distance haulers that can move large amounts of your product for cheaper than Destination Trucks but can only go between Truck Depots and managed in the Trade Route Panel.

## Destination Trucks

Destination Trucks are designed to only carry one unit of product from one building to another then return to their origin. They serve as the main method of moving product around. It is advised to build your buildings close together so your Destination Trucks do not need to move far to haul their products. This is advantageous due to the fact that Destination Trucks cost money to dispatch based on the distance they travel between buildings. A short distance also means the Destination Truck is spending less time hauling a single product, so it can retrieve and deliver a product more often. More Product moved, more money.

Destination Trucks are assigned destinations on the Destinations Tab in the Building Panel of any building but only for that building.

## Trade Trucks

Trade Trucks are designed to move three units of product per truck over long distances via a Trade Route. They are restricted to only to Warehouses. Though they cost more than Destination Trucks, Trade Trucks make moving products long distances cost effective since they are able to carry more product. This reduces the ratio between the product and moving said product compared to Destination Trucks doing the same task.

To use Trade Trucks you will need to place a Warehouse go into the Destination's Tab.

## Dispatch Costs

All values based on Normal difficulty.

 Cost per tile
 Capacity per vehicle

Destination Trucks Example Costs
 1
 1

## Related Unlocks

**Trade Truck specific:**

* **1+ Truck Capacity**: Unlocks +1 Trade Truck Capacity
Chapter 4

**Chapter 4** is the second chapter of *Unsung Story*.

*This article is a stub. You can help Unsung Story Wiki by expanding it.*

## Locations

This chapter takes place in the following locations:

* Unknown

## Missions

These missions are part of this chapter:

1. Unknown

## Allies

### Major allies

These major characters show up as allies during missions in this chapter:

* Sir Roderic Apresa

### Other allies

Other allies in the chapter include:

* Unknown

## Enemies

These enemies are encountered in this chapter:

* Unknown
Water

Water is a Raw Resource that is gathered directly from the maps rivers, lakes, and oceans. It is the very basic resource that is used in the most recipes in any other item in the game.

Water is so important that almost any strategy uses it.

Water can also be purchased from a Settlement's Wholesaler.

## Production

**Gatherer**: Water Siphon

**Recipe Input**:

* Place Harvester near Water Source

**Recipe Output**:

* 1 unit of Water

**Production Time**:

* 7.5 days

## Sold at

**Desired Destination**: State

Price: $521.63

## Used In

Water is currently used for:

* Cheese with Milk in the Food Factory
* Dough with Wheat in the Food Factory
* Orange Juice with Oranges and Cartons in the Food Factory
* Soup with Vegetables sand Cans in the Preservation Factory
* Dye with Berries in the Textile Factory
* Paints with Dye and Cans in the Petrochemical Plant
* Cardboard with Wood in the Papermill
* Paper with Wood in the Papermill
* Beer with Hops and Wooden Barrels in the Distillery
* Cider with Apples and Bottles in the Distillery
* Barley Whiskey with Wheat in the [[Distillery
* Chocolate Liquor with Glass and Cocoa in the Distillery

Additionally, Water is used as a base resource needed for produce goods at the Crop Farms, Plantations, Orchards, and Livestock Farms.
Loans

There are several types of loans in Rise of Industry to help get through the tough times.

**Starter Loan:** This loan is the starting budget when a player starts a game. The amount varies depending on the difficulty chosen at game creation. If the player set the difficulty low enough, then the loan becomes a grant and does not need to be repaid.

 Normal
 Veteran

**Settlement Loan:** If you want to set up a new product line or coming up short for this month's payment but want to avoid the Bankruptcy loan, you can take out a loan with one of the Settlements on your map. Though there is a baseline loan with all Settlements, If you have enough Influence with a particular Settlement, you can lower the interest rate, increase or decrease the lending amount and even change the duration of the loan. Loans are taken out through the HQ Building.

 Normal
 Veteran

**Bankruptcy Loan:** This is a last-ditch effort for the player to save their business before it's game over. The loan is 5 Million dollars for 60 months at 25% interest without the possibility to change it with influence. A harsh deal to take but if the Player can turn their empire around it might be worth giving it a try.

**Viewing and paying off loans:** To view and pay off loans, you can visit your Headquarters by pressing **H** and clicking on the Headquarters building. In the **Loans** tab you can see your current loans with their amount remaining, amount of payments remaining, the monthly payment amount and the interest in %. In this tab you can also immediatly pay off any loans you currently have.
Rise of Industry Wiki/editcopy/Section 2

Content

**General**
* Controls
* End Game
* Cheats

**Transportation**
* Roads
* Trucks
* Trains
* Boats
* Zeppelins

**Settlements**
* Settlements
* Regions
* Shops
* Global Market
* Contracts
* Events

**Resources & Products**
* Resource Mechanics
* Raw Resource
* Farm Produce
* Livestock Products
* Tier 1 Products
* Tier 2 Products
* Tier 3 Products
* Component Products
* Prototype Products

**Recipe Book**
* Factories
* Farms
* Gatherers

Building Construction

**Building Mechanics**
* Upkeep and Efficiency
* Budget Screen
* Production Screen
* Terraforming

**Gatherers**
* Land-Based Gatherers
* Coastal Gatherers
* Offshore Gatherers

**Farms**
* Farms

**Industry**
* Light Industry
* Heavy Industry

**Logistics**
* Logistic Buildings

**Pollution Management**
* Pollution
* Pollution Management

**Headquarters**
* HQ Building
* Loans
* Tech Tree

Modding

**Main Guides**
* Core Modding Guide

**Scenario Guides**
* Scenario Creation

**Modding Guides**
* Settlement Names Modding
* Creating New Buildings
Contracts

Contracts are agreements with Settlements to complete a series of tasks for a reward in influence, money, or just a temporary increase in the price of a product for the duration of the contract. To create the Contract, Settlements look at what the Player can produce with the buildings they have and compare that to the Products currently demanded in their Shops. They then draft the Contract with an objective, a time limit, the reward, and the penalties for failing to complete the objective in the allotted time.

Contracts spawn every (2 to 6 months). Spawn rate is then affected by the selected Product’s tier and what is unlocked.

When a Settlement spawns a Contract, it will appear as an icon above the Town Center. Clicking on the icon will open the Contract for review.  From there you can Accept, Reject or Hide for now, which closes the Contract panel so you can accomplish other tasks. Each Contract will be available for up to six months after spawned; after that a new one is created.

Once Accepted, the Contract it is added to your Contract List that is accessible in the Contract Tab in the HQ Building. There you can review the objectives, how much time is left to complete the contract, and the rewards and penalties associated with it. Your Contract list can only hold three contracts so you will have to be picky about your selection. You can also review a Contract by clicking on the Contract Notification on the main screen.

## Difficulty Scaling

The amount task, reward, and penalties will change depending on what Difficulty the Player set at game creation.

 Normal Difficulty
25% of contract reward
 Hard Difficulty

## Possible Tasks

Settlement wishes to have Y units of a Product with Z sent to them by X date. Settlements will ask for products that the Player has researched.

**Example:**

* Player has researched Vegetables, Flour, Dough, Cheese, Pizza
* Game will select a product from Vegetables, Flour, Dough, Cheese, Pizza

To complete this task a player must send the Product to the Wholesaler of the Settlement the contract is through.

## Possible Rewards

Increase Demand for Product XYZ

Gain X amount of Money

Will buy # Product at an increased market price (Baseline Price \* RNG (1, 3). toFloat

## Possible Penalties

Decrease Demand for Product XYZ

Lose of % Market Value of Product XYZ

Lose X amount of Money
Logistic Buildings

Logistic Buildings are structures used to store and move large amounts of Products across the map.

## Warehouses

Warehouses function as centralized hubs within a given area. When placed, they search for buildings within its radius and link with them. Products generated by Factories, Farms, and Gatherers are automatically sent to the Warehouse to be stored. When a building needs a Product for a Recipe from the Warehouse, the Warehouse will send it to that building automatically (Up to 2 Cycles worth by default). There are also modules Players can place using the Warehouses that can grant the Warehouse access to other Transport vehicles, such as Trains, Boats, and Zeppelins. Transport vehicles can move faster and carry more, but they require the Player to set up some infrastructure. For example, Trains will need Train Tracks to function.

The Warehouse can also send Products out to Shops using the Destination Tab on the Warehouse Panel, so having one near a Settlement is a good plan.

### **Incoming/Outgoing Tabs**

The Incoming and Outgoing Tabs display which buildings within the Warehouse's area of effect. Incoming Buildings are sending products to the Warehouse, while Outgoing Buildings receive Product from the Warehouse.

On each tab, a player can adjust the range of each ability to include more or fewer buildings.

There is a filter on the Outgoing Tab that allows the Player to set the Warehouses Automatic distribution abilities to prioritize: Shops, Users, Only Shops, No Shops, no buildings.

### **Transporting Products**

1. Open the Warehouse’s Panel and Click on the Destination Tab
2. Click on one of the Destination slots
3. Find a Destination from the list and click on it. Only valid destinations are shown, so if there is none, a “0” appears next to the category.
4. Click on additional Destination slots to transport more resources or transport resources to multiple destinations

## Trade Depots

Trade Depots allow you to move a large amount of Product(s) using the Trade Vehicles via Manual Destination. Trade Depots need to be placed within the radius of a Warehouse in order to function properly.

### **Placing a Train Terminal**

1. Place a Train Terminal by choosing the Train Icon on the Destinations Tab in the selected Warehouse.
2. Place another Train Terminal and Connect them with a Train Track.
3. Go to the Trade Routes to begin using the Train Terminal!

### **Placing a Boat Depot**

1. Place a Boat Depot by choosing the Boat Icon on the Destinations Tab in the selected Warehouse.
2. Place another Boat Depot along a coastline that connects to the first depot.
3. Go to the Trade Routes to begin using the Boat Depot!

### **Placing a Zeppelin Field**

1. Place a Zeppelin Field by choosing the Zeppelin Icon on the Destinations Tab in the selected Warehouse.
2. Place another Zeppelin Field anywhere. No need to connect them, they fly!
3. Go to the Trade Routes to begin using the Zeppelin Field!
Bottles

Bottles are a Component item produced in Glassworks and Smelter and are used in various recipes produced in either a Distillery or Preservation Factory.

## Production

**Factory**: Glassworks and Smelter

**Recipe Input**:

* 1 Unit of Glass

**Recipe Output**:

* 1 Unit of Bottles

**Production Time**:

* 10 days

## Sold at

**Desired Destination**: Construction Goods

Price: $44,137.05

## Used In

Bottles are currently used in:

* Brandy with Grapes in Distillery
* Barley Whiskey with Wheat and Water in Distillery
* Cider with Apples and Water in Distillery
* Chocolate Liquor with Cocoa and Water in Distillery
* Orange Soda with Sugar and Oranges in Preservation Factory
Keyboard Controls / Shortcuts

**Movement**

WASD: move (or in Settings--> controls, change to AZERTY), or right mouse button click and hold, then drag to move. Hold shift while moving to go faster.

Q/E: Rotate camera

Mousewheel/page up or down: Zoom in or out

**Free Cam Mode**

F10: Enter/exit freecam mode

WASD: Move camera

F and C : Adjust camera elevation

**Building**

R: Rotate building

Shift + Click : place more than one of the building

B: demolish tool

R: Build network (last selected type: dirt road, urban road, or track)

X: copy building tool

Shift+X: copy building settings (hold shift+X, click on copy building, click on paste building)

I: Flatten ground

O: Raise/lower ground

**Function Hotkeys**

F5: Quicksave

F7: Quickload

F8: Top down view

F9: Toggle region lines

F11: Turn of user interface (great for screenshots)

F12: Take screenshot (Steam version only

**Additional Hotkeys**

H: center camera on headquarters

T: Tech Tree

ESC: close all panels, again to open menu

TAB: Cycle label modes: Settlements, major centers (HQ), resource labels, building labels, no labels.

ALT: Toggle production bubbles

Click truck: show truck information

G: toggle terrain grid

Spacebar: Pause/unpause

1,2,3,4: Adjust game speed
Fish

Fish is a Raw Resource that is gathered directly from a Fish deposit found in rivers and oceans. Fish is mostly an early game resource that can be sold directly to a Settlement's Farmer's Market. In late game, it is used to make Canned Fish in the Preservation Factory but it doesn't compete with other late game recipes, such as Burgers or Chocolate Cake for example.

## Production

**Gatherer**: Fishermen Pier

**Recipe Input**:

* Place a Harvester near a school of Fish

**Recipe Output**:

* 1 unit of Fish

**Production Time**:

* 10 days

## Sold at

**Desired Destination**: Farmer's Market

Price: $758.20

## Used In

Fish is currently used for:

* Canned Fish in the Preservation Factory
How to play guide for Default Loadout

*This article is a stub. You can help Rise of Industry Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Rise of Industry***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Oranges

Oranges are a Raw Resource that is gathered from a Orchard's field.

Oranges can be used as a transitional component from early to mid or late game. It is used in an early game recipe; Orange Marmalade. From there you can use it in, Orange Soda; which is also made in the Preservation Factory, can be made in late game as Orange Juice in Food Factory, a cheaper but still a complex Recipe.

## Production

**Farm**: Orchard

**Recipe Input**:

* 1 unit of Water

**Recipe Output**:

* 1 unit of Oranges

**Production Time**:

* 20 days

## Sold at

**Desired Destination**: Farmer's Market

Price: $2,377.81

## Used In

Oranges are currently used for:

* Orange Soda with Sugar and Bottles in the Preservation Factory
* Orange Marmalade with Sugar in the Preservation Factory
* Orange Juice with Water and Cartons in the Food Factory