recursal/Fanatic-Fandom huggingface dataset:
Tribe of Pok

**Tribe of Pok** is a tribal survival strategy game with a focus on a simulated natural environment. A tribe of hunter-gatherers attempts to eke out an existence in a savage world. Guide your tribe to prosperity by building, crafting, hunting, gathering and constructing the great Megaliths of the Stone Age. As you become more prosperous, rival tribes will take notice, not all of which will be homo sapiens!

## Features

* Heavily simulated natural environment - Cut down all the trees and eventually they will stop regrowing. Use up all the water in a pond and it will be dry until the rains return.
* Day/Night and Seasonal cycle - Different biomes have different weather patterns that affect how you play the game. You don't need to worry about keeping warm in the semi-arid biome, but in tundra it is a constant danger.
* Nature is the Ultimate Provider - Almost everything you need will come from nature. Plants are harvested for their produce, animal carcasses are butchered for materials and rocks are broken down to make tools.
* Craft the Tools of Survival - Craft spears to defend against wildlife, axes to cut down trees and awls to make clothing. Some tools are even multi-functional. The stone knife speeds up fire creation, but can also be used as a weapon in a pinch.
* Take Charge in Combat - When danger approaches, quickly take control of Pokian Warriors in Combat Mode to deal with the threat. In Combat Mode, you can select and order Pokians around just like in a real time strategy game.
* Build Monuments - Guide your tribe to prosperity by building monuments of the Stone Age. Arrange individual stones however you like, we provide the pieces for your designs!
* Stop the Decay - Build pits to slow down food decay. Don’t place it too close to camp, or the warmth from a campfire will speed up decay. If the pit gets wet, any food inside won’t last very long either. It’s all part of the deep simulation that drives Tribe Of Pok.

## External links

* Official site
* Steam Greenlight
* Mod DB
* Indie DB
Stockpiles

# Storing Objects

* When you butcher a carcass and if your stockpiles have space, your Pokians will automatically store the materials that spill out of the carcass.

* When you extract/harvest a resource and if your stockpiles have space, your Pokians will automatically store the materials.

* Create stockpiles near your Work Areas so Pokians don't have to travel too far to collect materials for crafting.

* You can also create stockpiles for specific purposes, like setting a wood stockpile on fire near ice to melt it and get a water source.

# Hex Capacity

* Each object in the game world takes up a certain amount of space. Each hex has a maximum capacity. When placing an object on a hex exceeds that maximum capacity, the object will fall into a random adjacent hex with available capacity.

* Water is also affected by this maximum capacity limit. You can block or reduce the flow of water by placing enough objects in a hex. Keep in mind some objects decay in water, so make sure to use water-resistant objects when attempting to block water flow.

* If a hex is at maximum capacity and all surrounding hexes are also at maximum capacity, then an object will not move. You can in effect "pile up" objects in this way beyond a hex's maximum capacity.
Pokians

* Pokians are how your tribe members are referred to in-game

* The chance of nomads appearing or pregnancies occurring are dependent on the prosperity of your tribe. The higher the prosperity, the more likely you will receive new tribe members

* When your tribe is small, nomads are more likely to appear. As your tribe grows larger, reproduction becomes the main source of new Pokians

* Pokians only reproduce when they have some idle time during the day. Every day, each Pokian performs several checks for whether they and their partners are idle. If this check is passed, they perform a further probability check based on current prosperity. If this check is also passed, then the male will talk to the female and the female will become pregnant.

* If Pokians are busy all day performing tasks, they will never pass the idle check and so never reproduce.

* Children are weak and can't be assigned professions until they become adults.
Influence

* Animals tend to avoid your influence areas. However, if they have no other choice (e.g the only water source on the map is in your boundaries) then they will still enter your influence areas.

* You can expand your influence area as your prosperity grows, but if your prosperity falls your influence area may shrink if there is not enough prosperity to support it.
Sleep

* Pokians have a greater desire to sleep during the night. However, they will still sleep during the day if their sleep need is too low.

* A Pokian goes through the following thought process when choosing a place to sleep: Is there a hut nearby with available capacity for sleeping? If yes, go sleep inside. If no, is there some grass or leather bedding nearby? If yes, go sleep on it. If no, pick a random spot on the ground and sleep there.

* You can control where your Pokians sleep by placing huts or bedding down. In the colder biomes, it is a good idea to place them near sources of heat so your Pokians stay warm while they sleep.
Hunger

* When hungry, a Pokian will look for nearby edible food. They will navigate to it, then eat, and if still hungry afterwards will see if there is any more food on the same hex. They will continue eating until their hunger need is satisfied or there is no food left on the hex.

* Different foods provide differing levels of sustenance. The eating time for all food is the same. It is therefore better to harvest/collect more filling foods when available, to lower the total time spent eating.

* Animals classified as Carnivores eat carcasses when hungry. Be careful if you hoard all the carcasses on the map near your tribe.
Note from Eli

**Note from Eli** is one of the notes in the game Far Cry 5. It is located in Wolf's Den.

## Text

As you've seen things have been getting pretty nasty out there. Wheaty and I have hidden stashes of equipment throughout the woods. If you're caught wanting, feel free to take what you need. Whitetails gotta watch each others backs.

-Eli
Thirst

* A Pokian will only drink from a water source you have designated.

* Drinking directly from a non-flowing water source can cause your Pokians to develop diseases.

* If a Pokian has a waterskin, they will fill it up at a water source. A waterskin can hold up to 4 units of water.

* If a camp fire is available and there is dirty water in a Pokian's waterskin, they will boil it at a campfire to clean it. Drinking clean water will not cause diseases.

* Drinking directly from a flowing water source is also safe from diseases.

* Be careful in cold biomes, your water sources can freeze over and leave your tribe without available water. Remember to use fires to make sure there is available water.
Elite HQ

## Basic Benefits

Elites start with one extra claim, two extra shares of stock, and their advanced buildings can be built one HQ level earlier and are enhanced.

* Patent Lab can research a patent even if another player has already researched it (by licensing the patent from the other player, which transfers to the other player half of the Chemicals  the Elite paid for the license).
* Optimization Center works 50% faster. Moreover, once the Elite has a full four optimizations in a resource, he or she gains a Claim.
* Hacker Array can short and surplus different resources simultaneously.
* Pleasure Dome makes 50% more revenue (stacks with Virtual Reality), and the Elite HQ contributes the most to Pleasure Dome revenue (more than Expansive); but consumes 0.5 Chemicals  per second.
* Offworld Market - Elites can build up to three (rather than two) Offworld Markets/Space Elevators.

## Upgrade Costs

Elites upgrade with Silicon  instead of Aluminum . (When constructing Buildings Elites will use Silicon  instead of Aluminum  if Silicon is cheaper)

 5 | 320 | 320 | 80
Tribe of Pok Wiki

**Tribe of Pok** is a tribal survival strategy game with a focus on a simulated natural environment. A tribe of hunter-gatherers attempts to eke out an existence in a savage world. Guide your tribe to prosperity by building, crafting, hunting, gathering and constructing the great Megaliths of the Stone Age. As you become more prosperous, rival tribes will take notice, not all of which will be homo sapiens!

Read More... | **Featured Video**
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Pokians
Environment
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Stockpiles
Diseases
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Crafting & Construction

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Ion Collector

Carbon

 **Hotkey:** | SHIFT + I

The **Ion Collector** is a life support building unique to Io. It continuously produces Fuel by harvesting radiation from Jupiter.

## Terrain considerations

The higher the terrain that the Ion Collector is placed on, the more fuel is produced.

* **Very Low:** +0.8 Fuel/second
* **Low:** +0.9 Fuel/second
* **Medium:** +1.0 Fuel/second
* **High:** +1.1 Fuel/second
* **Very High:** +1.2 Fuel/second

## Random Events

Pay attention to random events (a notice will appear beforehand). The output of Ion Collectors is increased by 100% during Radiation Storms.
EMP

Duration: 100s, 50s, 33s, 25s

**EMP** is a Black Market item that stops all buildings within a certain radius from production for up to 100 seconds, with the duration decreasing for tiles farther from the center of the EMP strike. Buildings with a Goon Squad in the area of effect around the center are not affected, but the Goon Squad will become exposed.
Fires

* Fires are affected by humidity. If a fire gains the Humid status, it will burn through fuel faster than usual.

* If water enters a hex, it will extinguish a camp **fire** or wild fire.

* Wild fires increase the surrounding temperature much more than a camp fire. However, they are also much more dangerous. A wild fire can spread up to two hexes away if there are flammable objects in range. This can be devastating to your camp if there are lots of flammable objects bunched together, particularly in dry conditions.

* Sometimes it is a good idea to start a wild fire on purpose. When it is cold enough for all the water to freeze, you may find it difficult to supply your Pokians with water. In this case you can start a wild fire and melt nearby ice, providing a source of water.

* Pokians will automatically cook raw meat near a camp fire. You can turn this off from the fire's query panel if you wish.
Offworld Market

Steel
  Glass
  Electronics

 **Hotkey:** | SHIFT + O

The **Offworld Market** is an advanced building. It requires an HQ of level 4 to build one, and 5 to build two. An exception is the Elite faction which may construct one Offworld Market on HQ levels 3, 4, and 5 for a total of three.

With this building, you can sell resources at the Offworld Price. You can only ship 100 resources at a time and it costs 100 units of the selected resource, 20 units of fuel and 20 units of aluminum. On Ceres the fuel cost is reduced to 10.

Offworld prices are randomized at the beginning of each game and rise steadily throughout. Every 15 seconds after, every resource has a chance of its offworld price increasing by $10. In games with two or fewer players, offworld prices start at 0.75x what they would otherwise start at, rounded down to the nearest multiple of 10.

Unfortunately, the Offworld Market is often targeted for sabotage by other corporations, potentially devastating are mutinies and dynamite. Placing goon squads on Offworld Markets can counter most sabotages, except for Slowdown Strike, which isn't the most devastating sabotage on the Black Market.
Water

**Processed by:** Greenhouse Farm consumes  Water to produce  Food  Electrolysis Reactor consumes  Water to produce  Oxygen and  Fuel

**Water** is a resource.

## Source

Water is mined by placing a Water Pump on tiles with Water Deposits or produced by a Water Processor

* **Trace Deposit:** +0.25/Water a second
* **Low Deposit:** +1.0/Water a second
* **Medium Deposit:** +1.5/Water a second
* **High Deposit:** +2.0/Water a second

## Uses

Water is used by Greenhouse Farms to produce Food and Electrolysis Reactors to produce Oxygen and Fuel.

HQs need water for Life Support.

After researching Cold Fusion, water may be used instead of power.

After researching Water Engine, water may be used for shipping and offworld launches instead of fuel.
Offworld Trading Company

***Offworld Trading Company*** is an economic real-time strategy game developed by Mohawk Games and published by Stardock Entertainment. In the game, money, not firepower, is the player's weapon. Players must stake their claims to resources and wrest any advantage they can buying and selling on the real-time marketplace – but greasing some palms on the black market for a timely pirate raid on a rival's supply chain can make all the difference.

## The basics

The marketplace is the core of Offworld Trading Company. Supply and demand are the only rules, and the player who can most effectively craft their strategy to buy low and sell high generally takes home the prize. Running steel mills without iron mines is perfectly possible, if you're willing to pay market price for iron to keep them fed – and it may even be a winning strategy, if iron is abundant and the market is flooded with it.

Along the way, players upgrade their headquarters to increase the number of tiles they can claim, and construct special buildings like the Patent Office that have wide-ranging gameplay effects. Though direct conflict is not possible – you'll never send space marines into an enemy base – a variety of skulduggery is available on the black market. It isn't cheap to pay someone to smuggle an EMP into a rival base, or pirates to raid a competitor's supply line, but it can be extremely effective.

Ultimately, accumulating the capital needed to build an orbit-capable launch facility and thereby access to astoundingly lucrative offworld markets drives the endgame. The player who can buy up the shares of every rival gains dominance over the Martian market for good.

## External links

* Official site
* Offworld Trading Company on Steam
Abilities

* Each Pokian's abilities are directly influenced by the tools they have available.

* If no one in your tribe has a certain ability, tasks that require the ability will not be completed.

* Some tools have better abilities than other tools. The tool with a better ability will perform the task faster.

* Below is a table showing abilities, tools that provide it and what it's used for:
Network Virus

Duration: 100s, 80s, 60s, 40s, 20s

**Network Virus** prevents an opponent from turning off or scrapping the affected tiles. It is most useful when an opponent's tiles are losing money. If a player affected by a **Network Virus** has no money, needed resources are bought from a player's debt instead.

**Network Viruses** will also destroy any Hologram on the affected tiles.
Auction

Auctions occur randomly every Sol after Sol 1, at 12:00. The item up for auction is randomly selected and players are able to bid at set increments using an open bid ascending price auction system, with the winner accruing debt equal to the winning bid.

# Types of Auctions

* **Patent Auction** - Patent auctions are relatively rare, but any patent that has not been taken by a player or had research started by a player can randomly be put up for auction.
* **Building Auction** - Tiles adjacent to the neutral colony can be auctioned off with advanced buildings pre-built on them. The buildings auctioned will often have bonuses from adjacent colony modules, though Offworld Markets will never be auctioned.
* **Tile Auction** - Tiles adjacent to the neutral colony or tiles with resource deposits on them can be auctioned. Tile Auctions on other tiles can also be triggered by the Auction a Tile black market item.
* **Black Market Auction** - Any black market item that is not currently available (not including Bribe a Claim or Auction a Tile) on the black market can be auctioned. The leading bidder on black market auctions is not displayed to other players.
* **Claim Auction** - An extra claim can also be auctioned off.
Slant Drilling

**Slant Drilling** is a patent that allows for mining in adjacent tiles. This means that any resource gathering building will also gather from adjacent tiles of the same type. (Though, for example, with Slant Drilling a Metal Mine placed on an Iron deposit could gather from an adjacent deposit containing both Iron and Aluminum, since Aluminum is also able to be gathered by the Metal Mine building.) If a lone resource tile is claimed, a player with Slant Drilling can place a mine in an empty spot adjacent to that tile and will be able to gather that resource.

Note that any gathering building's output is capped (default 2.0). So, for example, even with Slant Drilling a Water Pump placed on a medium water deposit and adjacent to a high water deposit will only output 2.0 water, notwithstanding that the theoretical total water availability to the pump is 3.5 (1.5 from the medium plus 2.0 from the adjacent high). This output cap, however, can be increased through normal means such as adjacency bonuses and optimizations.
Wind Turbine

Carbon

 **Hotkey:** | SHIFT + W

The **Wind Turbine** is a building. It produces Power.

## Terrain considerations

The stronger the wind on the terrain that the Wind Turbine is placed on, the more power is produced. The top of cliffs provide the best location for Wind Turbines.

* **Very Weak:** 0.4 Power/second
* **Weak:** 0.6 Power/second
* **Moderate:** 0.8 Power/second
* **Strong:** 0.9 Power/second
* **Very Strong:** 1.0 Power/second

## Random Events

The output of Wind Turbines is increased by 100% during Dust Storms.
MULE

Duration: until 200 resources are mined

The **MULE** mines 200 resources from a tile. It cannot mine from a claimed tile and has to travel to and from the tile (making farther tiles take longer to mine). It gathers resources at the same rate as a building on the same tile would, ignoring any upgrades or patents. It can mine from tiles adjacent to the resources once Slant Drilling is patented. However, the MULE can be intercepted by Pirates. Purchasing MULE from either black market or auction will give 2 MULEs.
Io

*This article is a stub. You can help Offworld Trading Company Wiki by expanding it.*

Io is an alternate location available through Jupiter's Forge DLC.

# Differences from Mars

## Removed Buildings

Wind Turbines

Water Pumps

Electrolysis Reactors

## Added Buildings

Nuclear Plant - converts 0.25 Water and 0.5 Uranium into 1.5 Power (also present on Ceres)

Water Processor - converts 0.5 Oxygen & 1 Fuel into 0.25 Power & 1 Water. Costs 20 Aluminum and X of your primary building resource to build

Ion Collector - collects Fuel 0.9 (lowest elevation) - 1.1 /s (highest elevation). Can be placed anywhere. Costs 20 Aluminum and 80 Carbon to build

Basalt Platform - collects 0.5 Uranium, 1 Iron, 0.5 Silicon and consumes 0.2 Power. Must be placed on Basalt Lake (looks like lava). Costs 5 Electronics plus some of your primary resource to build.

## Altered Buildings

Solar Condensers collect Oxygen 0.5 /s on Oxide Ice tiles

Offworld Markets become Space Elevators (functionally pretty similar)

## Removed Patents

Water Engine, Cold Fusion, Energy Vault, Carbon Scrubbing, Teleportation

## Added Patents

Transparent Aluminium - use Aluminum instead of Glass

Nuclear Engine - use Uranium instead of Fuel for transport and launches

Geothermal Borehole - can build anything on a Geothermal Vent, any building on or adjacent produces 0.2 power (and consumes none)

Synthetic Meat - Farms count as boosted - like Adrenalin Boost, including faster build time

Liquid Batteries -Solar Panels and Condensers work at night

## New Terrain

Caves - give slant drilling to that tile

Oxide Ice - can collect Oxygen with a Solar Condenser

# Time

A day on Io is 42 hours and 30 minutes.

Daylight hours: 08:00 to 36:00 or 28hrs or ~66%

# Diminishing Resources

Resource deposits will now diminish when 500 units of that resource is extracted from them, including from Slant Drilling. Each time a resource diminishes it will be reduced by one level (i.e. from High to Medium), but will never diminish below Low.

# Very High Resources

A stack of 4 cubes indicates a Very High, which provides 2.5 /s of that resource.

# Characteristics

The difficulty in obtaining Water can lead to expensive Food (and consequently life support can cause debt issues). Ease of obtaining Fuel kind of balances the absence of Water Engine and Teleportation.
Teleportation

**Teleportation** is a patent that allows for the teleportation of resources. Resources are transferred instantly to the HQ as if they were mined from tiles adjacent to the HQ. There is also no fuel costs from freighters as they are no longer used. Furthermore, interception of Resources by Magnetic Storms or Filthy Pirates is no longer possible.
Stardock Entertainment

**Stardock Entertainment** is the publisher of Offworld Trading Company. They are a software development company that was founded in 1991 and incorporated in 1993 as "Stardock Systems". They initially developed for the OS/2 platform, but were forced to switch to Windows® due to the collapse of the OS/2 software market between 1997 and 1998. They're best known for computer programs that allow a user to modify or extend a graphical user interface as well as personal computer games, particularly strategy games such as Galactic Civilizations™, Sins of a Solar Empire™, Fallen Enchantress and more.
Park Service Memo

**Park Service Memo** is one of the notes located in Far Cry 5. It is located in the Central Radio Tower.

## Text

Some of the Eden's Gate followers were spotted in the Silver Lake region again. They've been told time and again they have no permit to build here, yet we've reports of them constructing some kind of small structures. Also, they have been trespassing near the old Roosevelt property. We might need a sterner hand in getting them out of here safely.
Core Sample

Radius: 1 tile

**Core Sample** finds a new resource deposit on a tile of your choosing. One purchase gives you 2 core samples to use.

The type of the resource deposit and its quality (low, medium, high) is random, but some terrain types have a specific resource that is most likely to be generated:

 Sand | Silicon (91%)

The probability that a given resource spawns will also be affected by other existing adjacent resource deposits of that type, with adjacent trace tiles adding 1% to the relative probability and each successively higher level adding a further 1%.

The chance of a spawned resource deposit being higher quality depends on the resource type and terrain.
Next version

The following will guide you through how to update to the beta: next\_version in Offworld Trading Company. This will put you on the latest version of the game, where many people choose to play multiplayer games.

# Step 2

* Choose the next\_version beta, then close the window

# Step 3

```
[next_version]
```
 next to the game title.
* Wait for the update to download and you're done!
Guides

\*\*\* **HOW TO UPDATE TO THE BETA CLIENT** \*\*\*

# Videos

**Mohawk Games Modding Tutorials**

```
XML Modding
DLL Modding

```

## Tutorials

**Mohawk Games Tutorials**

```
Tutorial #2
Tutorial #3
Tutorial #4
Tutorial #5

```

**Zultar's tutorial series**

```
Full Tutorial Playlist

```

**kingmorgan's tutorial on founding and Reveal Map**

```
Abridged version

```

## Practice Game Examples

**Soren Johnson's playthoughs**
**Proof of Employment by Zultar and by Blues**

**Managing Expectations by Zultar and by Blues**
Silicon

**Silicon** is a resource.

## Source

Silicon is mined by placing an Elemental Quarry on tiles with Silicon Deposits or by placing a Basalt Platform on a basalt lake tile.

* **Trace Deposit:** +0.25/Silicon a second
* **Low Deposit:** +1.0/Silicon a second
* **Medium Deposit:** +1.5/Silicon a second
* **High Deposit:** +2.0/Silicon a second
* **Very-High Deposit:** +2.5/Silicon a second. Only on Io

## Uses

Silicon has several uses:

* Used by Glass Kilns to produce Glass.
* Used by Electronics Factories to produce Electronics.
* A building material for Solar Panels.

Silicon is also used by the Nomadic HQ to upgrade and as the primary construction material instead of steel, and by the Elite HQ to upgrade instead of Aluminum.
HQ

The **HQ** is the player's center of operations in Offworld Trading Company. Each HQ type has different life support and resource requirements and bonuses.

## Types of HQs

There are six types of HQs in Offworld Trading Company.

 Expansive HQ | [ , , ]
 Nomadic HQ † | [ , , ]
 Robotic HQ | [ , , ]
 Scavenger HQ | [ , , ]
 Scientific HQ | [ , , ]

† The Elite and Nomadic HQs were added via the Jupiter's Forge Expansion pack. The other four HQs are included in the base game.

## Founding an HQ

Whenever you found an **HQ**, any resources underneath your HQ are removed and added to your stockpile. A high resource tile gives you +20, a medium +15, and a low +10. The Robotic HQ gives you double this bonus.

**HQs** must be founded on flat ground.

After founding, other players may not claim resources or ice up to four tiles around your HQ for a set period of time. With the exception of Nomads, tiles closest to the HQ are blocked for 80 seconds, while the furthest tile is blocked for 20 seconds. Both Nomadic HQs block tiles around the HQ buildings.

## Life Support Requirements

**Life support** is a series of resources needed to support life in a **HQ**. These resources are water , food , and oxygen . The Robotics HQ is the only HQ that does not need life support.

## HQ Asset Value

Asset value plays a large role in calculating a player's share price.
Cold Fusion

**Cold Fusion** is a patent that allows buildings to be powered with Water. The Power cost per second of a building is 1:1 translated into a water cost per second. Note that **Cold Fusion** powered buildings will automatically switch back to consuming Power if the Water price rises above the price of Power.
Claims and Resources

Claims and Resources are the ways by which the economies of Offworld Trading Company function.

## Claims and Resources

Money is the heart of Offworld Trading Company. Players gain cash by selling excess resources like carbon, fuel, and silicon on the open market, and spend it buying the resources they’re short on. Prices fluctuate in real time; dump a bunch of iron on the market and its price will crater, making it cheap for other players to buy up (and making their stockpiles worth much less in the near term).

Resources are extracted from the planet from concentrations visible on the map, or created by a player’s industrial buildings like an Electrolysis Reactor turning water into fuel and oxygen. However, each building – extractors, processors, or special facilities like Patent Labs – requires a claim to be spent acquiring the land to build it on.

Claims are acquired by leveling up your HQ (at a hefty resource cost), or for cash at the Black Market (at an escalating and significant cash price). Buying out a player by buying out all their remaining stocks at once will give you an additional 2 claims. Getting a new claim in Offworld Trading Company is a lot like claiming an expansion site in a traditional RTS.

## Claims by HQ level

Note that these are the base numbers of claims on Manager difficulty.

You may also receive a bonus claim at the following HQ levels by founding later than other players.
Optimization Center

Steel
  Electronics

 **Hotkey:** | SHIFT + E

The **Optimization Center** is an advanced building.

## Using the Optimization Center

The Optimization Center is used to increase the efficiency of resource production. Each lab is able to research one upgrade at a time and each resource's production can be upgraded.

 Efficient
 Advanced
 Perfect
Hacker Array

Steel
  Electronics

 **Hotkey:** | SHIFT + H

The **Hacker Array** is an advanced building. The Hacker Array comes with a hologram permanently applied if the Advanced Sabotage option is turned on. This built-in hologram can be seen through with a Spy, but is not destroyed by Network Viruses (though hitting the hologram with a Network Virus does produce a notification).

You can use this building to make a fake shortage or a fake surplus of a resource. That means that the price of the selected resource on the market will drop (surplus) or increase (shortage) depending on what you ordered in the Hacker Array; however, you need to pay in money to make a shortage or a surplus. Hacking a shortage costs more than making a surplus, and the prices of each will increase with each order given. Hacked shortages and surpluses work the same way as random shortages and surpluses, with the exception of hacks on  Power, which will buy or sell twice as many units of power as a random shortage or surplus would.

## Hacking Costs

The costs for hacking shortages and surpluses rise independently of each other.

## Using the Hacker Array

Because anyone can profit from price changes caused by the Hacker Array, it is most useful to apply a shortage to resources you have monopoly power over and "surplus" resources that disproportionately produce profit for your rivals. However, because the effectiveness of hacks is dependent on the number of players and HQ levels, they will generally be most effective when there is the lowest chance of you having a market to yourself and can thus be difficult to profit from based on being able to sell at a higher price alone.

The Hacker Array's more useful ability is in leveraging shortages to multiply the amount of money you have available. For example, in a 4-player game with everyone at HQ level 5, a shortage would generate an additional 14 units of demand per second over 20 seconds, or 280 extra units. By the end of the shortage, every unit of the resource that you have stockpiled would be worth $56 more than it started, assuming the starting and ending prices fell within the $100-499 range. By investing all your cash into the resource in a shortage, you can quickly make a lot of money, though you do run the risk of someone collapsing the market before you can sell out. Because of this risk, you should be very wary of forcing a shortage of resources that your opponents have produced recently or are currently producing, or if there are spies available to help your opponents anticipate your hacks.

```
If the resource being with a shortage coming started at $100 and the player using the Hacker Array bought 500 units of the resource right before the shortage started, it would bring the pre-shortage price to $205. After the shortage, the price would have risen to $266. The 500 units would have cost a total of $75460 for the player to buy, but would sell for a total of $105270, for a profit of $26810, after subtracting the $3000 cost for hacking the first shortage. This example ignores all other types of demand that would affect prices while the shortage is taking place.

```
Adrenaline Boost

Duration: 100s, 50s

An **Adrenaline Boost** doubles the speed of the targeted buildings for a limited time. The surrounding tiles boost duration will be half as long as the central tile. Boosted production buildings will consume double the amount of resources for doubled output. Boosted advanced buildings will research, hack and launch faster, and the revenue of Pleasure Domes is doubled. Power consumption is not affected by **Adrenaline Boosts**.

Note that Offworld Markets only gain a 50% speed bonus from **Adrenaline Boosts**.

Rival corporation tiles can also receive the boost if they are within the radius when it is activated.

If the same tiles are boosted repeatedly, the duration of **Adrenaline Boosts** on those tiles decreases by 10%.
Cook the Books

**Cook the Books** increases your Debt Rating by one. It only affects your debt payment percentage and does not affect your stock price or the amount of debt you have. It is possible to buy **Cook the Books** and remain at a D bond rating if your debt-asset ratio is very high, though any additional **Cook the Books** bought in this state does still raise the threshold to allow you to get back to a C bond rating more easily.
Goon Squad

**Goon Squad** is a Black Market item that protects a player's tile from sabotage when used. If targeted by a sabotage attack, the player will gain the sabotage for use and the tile will remain protected for 30 additional seconds. Note that it won't protect tiles from Slowdown Strike. If a sabotage is used so that the protected structure is within the area or line of effect, the structure will not be affected by the sabotage and the lines of effect will be redirected to non-protected structure but the Goon Squad will be exposed.
Strange Tower

Turn Speed
 Damage
 Defence
 Loot

The **Strange Tower** is an enemy the Player can encounter in Kingsway. It can be found only inside the Sky Eater, after venturing through the portal created by the king inside his castle.

## Strategy

The Strange Tower has no special attacks.

The Strange Tower's enemy window does not move, but attacks quickly compared to the other enemies encountered inside the Sky Eater.
Power Surge

Radius: randomly jumps to adjacent tiles

**Power Surge** is a Black Market item that causes connected buildings to be disabled when used. Starting from the selected tile, the **Power Surge** will bounce to a random adjacent claimed tile until there are no adjacent claimed tiles left (maximum of 9 tiles) or the only tile left is protected by a Goon Squad. Each successive bounce has a shorter freeze duration. The original target structure will be frozen for 90 seconds which each successive structure frozen for 10 seconds less.
Twitter

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Hellworm

Turn Speed
 Damage
 Defence
 Loot

The **Hellworm** is a mid-level enemy the Player can encounter in Kingsway. They can be encountered on mountainous terrain, or inside caves.

## Strategy

The Hellworm will, in addition to its standard attack, occasionally dig through the ground. If allowed to do this four times, the Hellworm will escape from combat.

## Trivia

The Hellworm's loot seems to vary widely, almost acting as a treasure chest in terms of what it drops upon death. This fits with the bestiary's description of the creature which states that it consumes various treasures as it burrows underground.
Patent Lab

Steel
  Electronics

 **Hotkey:** | SHIFT + P

The **Patent Lab** is an advanced building.

## Upgrades

The Patent Lab is used to research high tech patents. Each lab is able to research one patent at a time. A patent can't be licensed if an opponent has already taken it, with the only exception of the Elite who are able to license a patent from another player.
Return a Claim

Radius: single empty tile

**Return a Claim** is a Black Market item that allows players to return empty claimed tiles. After **Return a Claim** is used, players will have one more claim that they can use anywhere on the map.

## Faction Bonus

Nomads receive two **Return a Claims** for each HQ upgrade for a total of eight.
Steel

**Produced by:** Steel Mill consumes  Iron to produce  Steel

**Steel** is a metal resource produced by Steel Mills.

## Uses

Steel is used in HQ upgrades and the construction of most buildings:

* Chemical Refinery
* Electrolysis Reactor
* Electronics Factory
* Nuclear Plant
* Geothermal Plant
* Glass Kiln
* Hydroponic Farm
* Offworld Market
* Optimization Center
* Patent Lab
* Pleasure Dome
* Space Elevator
* Water Processor
* Water Pump
Aluminum

**Processed by:** Electronics Factory consumes  Aluminum ,  Carbon , and  Silicon to produce  Electronics

**Aluminum** is a resource.

## Source

Aluminum is mined by placing a Metal Mine on tiles with Aluminum Deposits.

* **Trace Deposit:** +0.25/Aluminum a second
* **Low Deposit:** +1.0/Aluminum a second
* **Medium Deposit:** +1.5/Aluminum a second
* **High Deposit:** +2.0/Aluminum a second
* **Very-High Deposit:** +2.5/Aluminum a second. Only on Io

## Uses

Aluminum is used by Electronics Factories to produce Electronics, in HQ upgrades, by Offworld Markets and Space Elevators to ship commodities and in the construction of multiple buildings:

* Electrolysis Reactor
* Ion Collector
* Geothermal Plant
* Nuclear Plant
* Electronics Factory
* Solar Panel
* Space Elevator
* Water Processor
* Wind Turbine
Colony

## Overview

Colony buildings consume various resources depending on the type of colony and buildings present. This adds a non-player pressure to the resource market.
The colony also provides bonuses to adjacent Pleasure Domes and bonuses to adjacent advanced player buildings.
The number of labor modules will match the number of habitat modules for the colony. For example, 2 habitat modules means there will be 2 offices/warehouses/labs/etc... in a combination based off of the colony type.

As a match progresses, the colony will grow. The number in parentheses next to the colony name is the current population. The example in the image has a population of 5, meaning it will have 5 habitat modules and 5 labor modules.

### Colony Growth

The colony starts with a population equal to the number of players plus one.

```
Every hour, there is a (n+1)/96 chance of the colony growing, with n equal to the number of players in the game.

```

When the colony grows, it adds one population module and one labor module. On Mars, only Habitat modules are available for population modules while Garages are also available on Ceres (60% chance for Habitats, 40% chance for Garages) and Io (40% for Habitats, 60% for Garages).

### Colony Types and Labor Modules

At the start of a game, the colony beings with labor modules which will all be of the same type, determined by the colony's associated region (see "Starting Labor Module" column below). After the game has begun, when a new labor module is added its type is selected from a list of possible labor modules, also determined by the colony's associated region, with Ceres allowing one additional module type and Io and Mars allowing two (see "Possible Labor Modules" column below). The new labor module is selected randomly from the list, each with the same probability.

 New EU
 New China
 New Russia

An easy way to remember what the colony will never consume during the game is: Among the four options (Power, Chemicals, Glass, Electronics), whatever resource consumption the colony starts with, it won't ever consume the resource above it in the resource list. (For power, consider electronics "above" it.)

## Building Types

### Habitat

+10% to Pleasure Dome income

* Consumes -0.08 Water per second.
* Consumes -0.12 Food per second.
* Consumes -0.04 Oxygen per second.
* Requires 100 Aluminum to buy in campaign.

### Garage

+5% bonus to Hacker Array speed, +5% bonus to Offworld Market launch speed

* Consumes -0.1 Power per second.
* Consumes -0.1 Fuel per second.

### Office

+10% bonus to Hacker Array speed.

* Consumes -0.2 Power per second.
* Requires 40 Glass to buy in campaign.

### Laboratory

+10% bonus to Patent Lab research speed.

* Consumes -0.2 Chemicals per second.
* Requires 40 Electronics to buy in campaign.

### Warehouse

+10% bonus to Offworld Market launch speed.

* Consumes -0.2 Glass per second.
* Requires 60 Steel to buy in campaign.

### Machine Shop

+10% bonus to Optimization Center speed.

* Consumes -0.2 Electronics per second.
* Requires 40 Chemicals to buy in campaign.
Mimic

Turn Speed
 Damage
 Defence
 Loot

The **Mimic** is an enemy the Player can encounter in Kingsway. They can be found at random after opening any treasure chest on the world map or indoor location.

## Strategy

The Mimic has no special attacks.

The Mimic's greatest asset is surprise. Prepare accordingly before opening any treasure chest.

## Trivia

With the exception of radiant chests, every treasure chest has a possibility of being a Mimic, even those found inside the Sky Eater.
News

Rock, Paper, Shotgun Early Impressions of Offworld Trading Company - **19 Feb 2015**

Offworld Trading Company Early Access Now Available - **12 Feb 2015**

Offworld Trading Company Dev Livestream at 3pm EST Today - **5 Feb 2015**

Next Stop: Early Access - **28 Jan 2015**

Offworld Trading Company Revealed, Early Access Landing Scheduled - **28 Jan 2015**

Founder's Edition Ending This Friday! - **14 Jan 2015**

Offworld Trading Company is an economic RTS from the designer of Civ 4 - **May 20, 2014**

Civ IV designer takes RTS in a new direction with Offworld Trading Company - **May 19, 2014**

Mohawk's debut title, Offworld Trading Company, uses money as its weapon - **May 19, 2014**
Solar Condenser

**Hotkey:** | O

The **Solar Condenser** is a mining building. It produces resources during the day depending on which type of ice it is placed on:

- on Dry Ice, present on Mars, it will produce 0.5 Oxygen and 0.5 Carbon;

- on Water Ice, present on Ceres, it will produce 1.5 Water;

- on Oxyde Ice, present on Io, it will produce 0.5 Oxygen.

## Random Events

Pay attention to random weather events (a notice will appear beforehand). The output of Solar Condensers is increased by 100% during Solar Flares and reduced by 50% during Dust Storms.

 **Hotkey:** | O

## Patents

 **Hotkey:** | O

Solar Condensers on Ceres can benefit from the Liquid Batteries patent, which allows them to work at night.
Space Elevator

Aluminum
  Glass
  Electronics

 **Hotkey:** | SHIFT + O

The **Space Elevator** is an advanced building unique to Io. It requires an HQ of level 4 to build one, and 5 to build two. An exception is the Elite faction which may construct one Space Elevator on HQ levels 3, 4, and 5 for a total of three.

With this building, you can sell resources at the Offworld Price. You can only ship 100 resources at a time and it costs 100 units of the selected resource, 20 units of uranium and 20 units of aluminum.

Offworld prices are randomized at the beginning of each game and rise steadily throughout. Every 15 seconds after, every resource has a chance of its offworld price increasing by $10. In games with two or fewer players, offworld prices start at 0.75x what they would otherwise start at, rounded down to the nearest multiple of 10.
Solar Panel

Silicon

 **Hotkey:** | SHIFT + S

The **Solar Panel** is a Power building. It produces Power only during the daylight hours.

## Daylight

Each map location has different day length and daylight period. For each location Power is produced from:

* Mars: 05:00 to 21:00
* Ceres: 02:00 to 08:00
* Io: 08:00 to 36:00

## Terrain considerations

The higher the terrain that the Solar Panel is placed on, the more power is produced. Solar Panels produce 0.1 less Power across the board on Ceres and 0.2 less Power on Io.

* **Very Low:** +0.8 Power/second
* **Low:** +0.9 Power/second
* **Medium:** +1.0 Power/second
* **High:** +1.1 Power/second
* **Very High:** +1.2 Power/second

## Random Events

Pay attention to random weather events (a notice will appear beforehand). The output of Solar Panels is increased by 100% during Solar Flares and reduced by 50% during Dust Storms.
Resource

**Resources** are the foundation of gameplay in *Offworld Trading Company*. They are produced through and used by buildings. Players can harvest, buy, and sell resources.

## Types of resources

### Raw resources

* Aluminum - (AL)
* Carbon - (C)
* Iron - (IRON)
* Power - (PWR)
* Silicon - (SI)
* Uranium - (U)
* Water - (H2O)

#### Resource tiles

While not a resource themselves, resource tiles allow for the production of raw resources when a Solar Condenser is placed on them.

* Dry Ice Tile
* Water Tile

Or a Geothermal Plant:

* Geothermal Vent Tile

Or on Io, a Basalt Platform may be placed on Basalt to extract  Iron,  Silicon, and  Uranium.

### Manufactured resources

* Chemicals - (CHEM)
* Electronics - (ELX)
* Food - (FOOD)
* Fuel - (FUEL)
* Glass - (GLS)
* Oxygen - (O2)
* Steel - (STL)
Nomadic HQ

## Basic Benefits

* Founds with two headquarters (can choose where each one goes on the map).
* Can return claims for reuse (by HQ5, up to 5 claims may be returned).
* Warning: Nomads begin the game with no stockpiles of resources (other than resources crushed upon founding).

## Upgrade Costs

Nomads build and upgrade with Silicon  instead of Steel , and upgrade with Electronics  instead of Glass .

 5 | 320 | 480 | 80

## Openings

Due to having two separate bases, you will want to position both such that they are both able to harvest 3 stack resources without transporting those resources long distances.

If you can start at 2x 3 cube  Silicon and 1x 3 cube  Aluminum. Additionally, it will be very helpful if you are able to start near one or two 3x  Water tiles.

## Strategy

The natural progression of this HQ type is to work toward bringing a 3x Electronics Factory triangle online early for upgrading HQ and to overproduce electronics with an eye on selling this resource for income late game.

That can be paired with a 3x Chemical Refinery triangle for Patent Lab and Optimization Center or a 3x Glass Kiln triangle for Offworld Market.

It is a good idea to try to position both bases in wide open spaces so that you can build your buildings in different cardinal directions at each base and minimize the impact of EMPs. Correct positioning of buildings should make Nomads the HQ least impacted by EMPs.

You might put a 3x Greenhouse Farm triangle at one base and a 3x Electrolysis Reactor triangle at the other base. You might also put the 3x Electronics Factory triangle at one base and your choice of second resource at the other base. This would limit a single EMP to removing not more than half your life support and half your income.
Basalt Platform

Electronics

 **Hotkey:** | SHIFT + T

The **Basalt Platform** is a mining building unique to Io that may only be placed on basalt lake tiles. It harvests  Iron,  Silicon, and  Uranium from basalt lava.

## Random Events

Unlike Metal Mines and Elemental Quarrys, Basalt platforms are not negatively effected by the Landslide random event.
Uranium

**Uranium** is a resource.

## Source

Uranium is mined by placing a Metal Mine on tiles with Uranium Deposits, or by placing a Basalt Platform on a basalt lake tile.

* **Trace Deposit:** +0.25/Uranium a second
* **Low Deposit:** +1.0/Uranium a second
* **Medium Deposit:** +1.5/Uranium a second
* **High Deposit:** +2.0/Uranium a second
* **Very-High Deposit:** +2.5/Uranium a second. Only on Io

## Uses

Uranium is used to power Nuclear Plants, to power Space Elevator launches, and for shipping if Nuclear Engine is researched.