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		<id>http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12798</id>
		<title>Settlement</title>
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		<updated>2026-09-08T07:16:06Z</updated>

		<summary type="html">&lt;p&gt;Busuwe: Added a simpler description of food consumption so it doesnt have to be inferred from the math equations below.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;settlement&#039;&#039;&#039; is either a single standalone [[Housing]] building or, more commonly, multiple Housing buildings built immediately adjacent to each other. This is where the {{infoicon|Population|ui=yes}} lives and where the residents do almost everything: sleep, eat, maintain their hygiene, and enjoy {{infoicon|Household Goods}} and so on. The only except is work in buildings or [[:Category:Vehicles|vehicles]].&lt;br /&gt;
&lt;br /&gt;
==Services==&lt;br /&gt;
[[File:Population Overview.png|right|360px]]&lt;br /&gt;
Each settlement requests services to be provided to increase the comfort of the Population. Only {{infoicon|Food Production|new=yes|link=no|text=Food}} supply and {{infoicon|Waste|new=yes}} collection are essential services. If these services are lacking, critical population decline will occur.&lt;br /&gt;
&lt;br /&gt;
Other services are not essential, and there is no penalty for lacking services. But fulfilling these requests provides a set amount of {{infoicon|Unity|ui=yes}} and/or promotes {{infoicon|Health}} per request. They are helpful in a steady source of Unity, used for Research Lab (and its variants) and [[outposts]] such as the [[Sawmill]] or [[Oil Rig]]. They are also helpful to combat the bad influence of {{infoicon|Air Pollution}} and {{infoicon|Water Pollution}}.&lt;br /&gt;
&lt;br /&gt;
The Population Overview UI pane as seen to the right is accessed by clicking the {{infoicon|Population|ui=yes|link=no}} icon at the top-left corner of the game screen and displays the total amount of Unity received from meeting demands.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==List of services==&lt;br /&gt;
All services are shown in the following table.&lt;br /&gt;
&lt;br /&gt;
The demand for each service is directly proportional to the population. And the demand for some services and the Unity bonus also depends on the tier of [[Housing]]. The effect of the tier of Housing is shown in the table after the one for services.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ List of Services (Version 0.7.8a)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Service&lt;br /&gt;
! rowspan=2 | Demand {{time}}&amp;lt;br/&amp;gt;per 1000 pops&lt;br /&gt;
! colspan=2 | Can get when fulfilled&lt;br /&gt;
! rowspan=2 | {{infoicon|Unity|ui=yes}} Bonus&amp;lt;br/&amp;gt;by Housing Tier&lt;br /&gt;
! rowspan=2 | Note&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! {{infoicon|Unity|ui=yes}}&lt;br /&gt;
! {{infoicon|Health|ui=yes}}&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} (Base)&lt;br /&gt;
| rowspan = 2 | Special || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | See &amp;quot;[[#Demand for food|Demand for food]]&amp;quot; and &amp;quot;[[#Unity and Health bonus by food|Unity and Health bonus by food]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} Variety&lt;br /&gt;
| 0.15-3.00 || 0-12&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste|new=yes}}&lt;br /&gt;
| 29.3-47.5 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See &amp;quot;[[#Amount of discharged waste|Amount of discharged waste]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}}&lt;br /&gt;
| 1.10 MW || 1.20 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}}&lt;br /&gt;
| 47.0 || rowspan=&amp;quot;2&amp;quot; | 1.00 ||  rowspan=2 | 10&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; rowspan=2 | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; rowspan=2 | Can get a Unity and Health bonus if {{infoicon|Water}} is provided, and {{infoicon|Waste Water}} is removed&lt;br /&gt;
Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste Water}}&lt;br /&gt;
| 39.2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}}&lt;br /&gt;
| 10.0 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 7.0 || 1.40 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}}&lt;br /&gt;
| 3.6 || 1 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 3.6 || 1.80 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; |Base consumption for Housing I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Health|icononly=yes}}Hospitals ({{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}})&lt;br /&gt;
| 5.0|| 0.5, 0.75, 1.20&lt;br /&gt;
for I, II, III&lt;br /&gt;
| 15, 20, 25&lt;br /&gt;
for I, II, III&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Clinic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Computing|new=yes}}&lt;br /&gt;
| 57.6 || 1 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Internet Module]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Settlements quality&lt;br /&gt;
| - || 1.00 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | See [[Square]]. Does not rely on population amount, only placement of the Square(s)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Other decorations ({{infoicon|Fuel Gas}})&lt;br /&gt;
| - || 0.50 || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Build the [[Tomb of Captains]] and provide {{infoicon|Fuel Gas}}. Only available in the Supporter Edition. Also doesn&#039;t change based on population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of [[Housing]] Tier&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Housing Tier !! Increased Demand !! Unity Bonus || Bonus Requirement&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing II]]&lt;br /&gt;
| +10%{{infoicon|Electricity}}&amp;lt;br/&amp;gt; +5% {{infoicon|Water}} and {{infoicon|Waste Water}}&lt;br /&gt;
| +50%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +75%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| +20% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +10% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +5% {{infoicon|Household Goods}}&lt;br /&gt;
| +100%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing IV]]&lt;br /&gt;
| +40% {{infoicon|Electricity}} &amp;lt;br/&amp;gt; +20% {{infoicon|Water}} and {{infoicon|Waste Water}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Goods}} &amp;lt;br/&amp;gt; +10% {{infoicon|LuxuryGoods|link=Luxury Goods|text=Luxury Goods|new=yes}} &amp;lt;br/&amp;gt; +10% {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| +125%&lt;br /&gt;
| Supply {{infoicon|Electricity}} with [[Transformer]] &amp;lt;br/&amp;gt; Supply {{infoicon|Water}} and remove {{infoicon|Waste Water}} with [[Water Facility]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Goods}} with [[Household Goods Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Household Appliances|new=yes}} with [[Household Appliances Module]] &amp;lt;br/&amp;gt; Supply {{infoicon|Consumer Electronics|new=yes}} with [[Consumer Electronics Module]]&lt;br /&gt;
|}&lt;br /&gt;
Note: Settlements can contain mixed types of housing. The effects above don&#039;t apply linearly with usage of a given tier. It seems to need at least 80% saturation of a given tier to increase the demands, and then it increases linearly with each step up in saturation. This means you can gain the increased benefits of a tier increase (ability to provide new goods, more housing space) without the associated increase in demands. &lt;br /&gt;
&lt;br /&gt;
== Demand for food ==&lt;br /&gt;
The demand for food depends on the type of food, and it is a bit complex to calculate the amount. As a simple example, when only a single food is provided to settlements, the demand for food will be according to the table below.&lt;br /&gt;
&lt;br /&gt;
If multiple foods are provided, it works as follows:&lt;br /&gt;
&lt;br /&gt;
The food demand from the population is evenly distributed amongst the provided food categories.The food demand in each category is then further divided amongst the food items provided in that category&lt;br /&gt;
&lt;br /&gt;
If you have 1200 pops and supplying 2 categories, for example carbs and vitamins, then each category needs to provide 600 pops worth of food. If you supply 3 categories, they would need to supply 400 pops worth of food each, and so on.&lt;br /&gt;
&lt;br /&gt;
If we provide all three carbs (potato, corn and bread), then each of these 3 needs to provide 200 pops worth of food to meet the total of 600 from above. If we only provide vegetables in the vitamin category then the vegetables needs to provide the full 600 pops worth of food by itself.&lt;br /&gt;
&lt;br /&gt;
Note that different types of food feeds different amounts of pops. The table below lists the amount required to provide 100 pops worth of food. In our example above, potato, corn and bread each needs to feed 200 pops. That corresponds to 8.4 potatoes/month, 6 corn/month and 4 bread/month. Since we only provide vegetables and not fruit, we need 28.2 vegetables/month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Demand for Food (Version 0.7.6)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! Base Demand (A)&amp;lt;br/&amp;gt;per 100 pops per month&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || 4.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || 1.80&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || 3.35&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || 4.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || 3.15&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || 2.60&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || 2.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When several types of food are provided to settlements, the demand for each food will decrease, as the total food demand (in terms of population sustenance) is distributed across the available categories and food types. The monthly demand for a specific food type per 100 pops is calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
:Demand per 100 pops per month = A / (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt; × N)&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039;: The base demand for the food type when it is the only food provided (from the table above).&lt;br /&gt;
* &#039;&#039;&#039;N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;&#039;&#039;&#039;: The number of food categories with at least one food type provided.&lt;br /&gt;
* &#039;&#039;&#039;N&#039;&#039;&#039;: The number of food types provided within the same category as the food type being calculated.&lt;br /&gt;
&lt;br /&gt;
This formula assumes a standard &#039;&#039;&#039;consumption multiplier&#039;&#039;&#039; of 1.0, which is typical in default game settings. If the consumption multiplier is adjusted (e.g., via difficulty settings or edicts), the demand scales proportionally—for example, a consumption multiplier of 1.5 would increase the demand by 50%.&lt;br /&gt;
&lt;br /&gt;
=== Example Calculation ===&lt;br /&gt;
Consider a settlement with a population of 10,000 pops where all food types are provided:&lt;br /&gt;
* &#039;&#039;&#039;Total categories (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;)&#039;&#039;&#039;: 4 (Carbs, Protein, Vitamins, Treats).&lt;br /&gt;
* &#039;&#039;&#039;Carbs category&#039;&#039;&#039;: 3 food types (Potato, Corn, Bread).&lt;br /&gt;
* &#039;&#039;&#039;Potato demand&#039;&#039;&#039;:&lt;br /&gt;
** Base demand (A) = 4.7.&lt;br /&gt;
** Demand per 100 pops = 4.7 / (4 × 3) = 4.7 / 12 ≈ 0.3917 units per month.&lt;br /&gt;
** For 10,000 pops (100 × 100 pops): 0.3917 × 100 ≈ 39.17 units per month.&lt;br /&gt;
* This matches in-game observations (e.g., approximately 39.2 units with rounding).&lt;br /&gt;
&lt;br /&gt;
Similarly:&lt;br /&gt;
* &#039;&#039;&#039;Meat (Protein category)&#039;&#039;&#039;: 4 types (Meat, Eggs, Tofu, Sausage), A = 3.0.&lt;br /&gt;
** Demand per 100 pops = 3.0 / (4 × 4) = 3.0 / 16 = 0.1875 units.&lt;br /&gt;
** For 10,000 pops: 0.1875 × 100 = 18.75 units (≈ 18.8 in-game).&lt;br /&gt;
&lt;br /&gt;
=== Key Notes ===&lt;br /&gt;
* &#039;&#039;&#039;Total Demand Distribution&#039;&#039;&#039;: The game calculates food demand in &amp;quot;pop days&amp;quot; (e.g., population × 30 days per month), which is then evenly split among the provided food categories. Within each category, the demand is further divided equally among the provided food types. The actual quantity consumed depends on each food type’s base demand value (A).&lt;br /&gt;
* &#039;&#039;&#039;Variety Benefits&#039;&#039;&#039;: Providing multiple food types reduces the demand for each individual food type, potentially optimizing resource use or unlocking health bonuses, but the total sustenance requirement remains tied to the population size.&lt;br /&gt;
* &#039;&#039;&#039;Misconception Clarified&#039;&#039;&#039;: Earlier descriptions suggested that the total quantity of food consumed remains &amp;quot;similar&amp;quot; to the single-food case. This is inaccurate in terms of raw quantity, as different food types have varying consumption rates (e.g., 470 units of Potatoes alone vs. ~503 units with all types). Instead, the total &#039;&#039;sustenance demand&#039;&#039; (pop days) is fixed and distributed, not the total quantity.&lt;br /&gt;
&lt;br /&gt;
=== Unity and Health bonus by food ===&lt;br /&gt;
Fulfilling food demand, that is, pops do not starve, provides 1.00 of {{infoicon|Unity}}, which is boosted by Housing Tier. In addition, more {{infoicon|Unity}} will be provided when settlements receive variable food, which is NOT  boosted by Housing Tier. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Unity and Health Bonus (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! {{infoicon|Unity}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.40&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.30&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.25&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || style=&amp;quot;text-align: right&amp;quot; | 0.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:{{infoicon|Unity}} = 1.00 + 0.15 + 0.15 + 0.30 + 0.20 = 1.80&lt;br /&gt;
In addition, pops live in [[Housing III]]:&lt;br /&gt;
::{{infoicon|Unity}} = 1.00 &amp;amp;times; 200% + 0.15 + 0.15 + 0.30 + 0.20 = 2.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{infoicon|Health}} bonus depend on the number of food categories provided to the settlement:&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (Number of food categories &amp;amp;minus; 1)&lt;br /&gt;
For example, Potato, Corn, Bread, and Vegetables are provided:&lt;br /&gt;
:Number of food category = 2 (Carbs and Vitamins)&lt;br /&gt;
:{{infoicon|Health}} = 4 &amp;amp;times; (2 &amp;amp;minus; 1) = 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amount of discharged waste ===&lt;br /&gt;
The pops in the settlement discharge {{infoicon|Waste|new=yes}} depend on received services. They also discharge {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} when [[Biomass Collection]] or [[Recyclables Collection]] is connected to the settlement. The discharged {{infoicon|Waste|new=yes}}, {{infoicon|Biomass|new=yes}}, and {{infoicon|Recyclables|new=yes}} are shown in the following table if &#039;&#039;&#039;all&#039;&#039;&#039; of the three collection buildings are connected to the settlement. Note that the amount of the discharged {{infoicon|Waste|new=yes}} will also change if the amount of consumed service items changes by [[Edicts]] or disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Amount of discharged waste (Version 0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan = 2 | Received service&lt;br /&gt;
! colspan = 3 | Discharged per 1000 Pops {{time}}&lt;br /&gt;
! rowspan = 2 | Comment&lt;br /&gt;
|-&lt;br /&gt;
! {{infoicon|Waste|new=yes}} !! {{infoicon|Biomass|new=yes}} !! {{infoicon|Recyclables|new=yes}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Base || 29.3 || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Discharged in any case, even if the settlement receives no services.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Food Production|new=yes|link=no|text=Food}} || - || +1.3-6.4 || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Depending on the type of food. +4.1 if the settlement receives all types of food.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}} || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} || - || - || +2.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}} || - || - || +3.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Goods}} || - || +4.3 || +6.8&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}} || - || - || +9.4&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}} || - || - || +6.1&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | All Service || 29.3 || 8.3 || 25.7&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The total amount of the above (excludes overlap)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The settlement will discharge the additional {{infoicon|Waste|new=yes}} instead of {{infoicon|Biomass|new=yes}} or {{infoicon|Recyclables|new=yes}} if [[Biomass Collection]] or [[Recyclables Collection]] is not connected. The ratio of them are:&lt;br /&gt;
*No Biomass Collection: {{infoicon|Biomass|new=yes}} 1.0 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 1.0&lt;br /&gt;
*No Recyclable Collection: Depending on the service items&lt;br /&gt;
**{{infoicon|Medical Supplies|new=yes}} {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}} {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}}: Discharge no additional {{infoicon|Waste|new=yes}}&lt;br /&gt;
**{{infoicon|Household Goods}}: {{infoicon|Recyclables|new=yes}} 6.8 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 3.6&lt;br /&gt;
**{{infoicon|Household Appliances|new=yes}}: {{infoicon|Recyclables|new=yes}} 9.4 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 2.9&lt;br /&gt;
**{{infoicon|Consumer Electronics|new=yes}}: {{infoicon|Recyclables|new=yes}} 6.1 &amp;amp;rarr; {{infoicon|Waste|new=yes}} 0.7&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Busuwe</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Recyclables&amp;diff=12769</id>
		<title>Recyclables</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Recyclables&amp;diff=12769"/>
		<updated>2026-07-14T20:09:34Z</updated>

		<summary type="html">&lt;p&gt;Busuwe: Adjusted research efficiency numbers and their sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{outdated}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox material&lt;br /&gt;
| Name          = Recyclables&lt;br /&gt;
| Type1         = Crafted material&lt;br /&gt;
| State         = Loose&lt;br /&gt;
| OtherStorage  = [[Recyclables Collection]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Recyclables&#039;&#039;&#039; are a [[:Category:Loose products|loose]] product created by the [[Recyclables Collection]], [[Research Lab II]]•[[Research Lab III|III]]•[[Research Lab IV|IV]]•[[Research Lab V|V]], and all variants of [[Maintenance Depot]]s.&lt;br /&gt;
&lt;br /&gt;
The product is generated from machines consuming [[Iron]], [[Steel]], [[Copper]], [[Glass]], and [[Gold]], offering a way to reduce usage of [[:Category:Natural_resources|Natural Resources]] by reprocessing recycled materials in the [[Waste Sorting Plant]]. Efficiency can reach up to 75%, depending on the &#039;&#039;&#039;Recycling Efficiency&#039;&#039;&#039; modifier.&lt;br /&gt;
&lt;br /&gt;
== Recycling Efficiency ==&lt;br /&gt;
&#039;&#039;&#039;Recycling Efficiency&#039;&#039;&#039; determines the percentage of used materials that can be recovered and reused through recycling. It starts at 20% and can be increased by 40% via [[Edicts]] and another 15% via [[Focus]].&lt;br /&gt;
&lt;br /&gt;
At 25% efficiency, for every 100 [[Iron]] consumed, 25 [[Iron]] is recovered from Recyclables processed in the [[Waste Sorting Plant]]. Higher efficiencies amplify this reuse dramatically:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Efficiency Levels and Total Usage&#039;&#039;&#039; (from 100 units of material):&lt;br /&gt;
  - &#039;&#039;&#039;25%&#039;&#039;&#039;: 132 uses (132% of original)&lt;br /&gt;
  - &#039;&#039;&#039;50%&#039;&#039;&#039;: 196 uses (196%)&lt;br /&gt;
  - &#039;&#039;&#039;60%&#039;&#039;&#039;: 247 uses (247%)&lt;br /&gt;
  - &#039;&#039;&#039;70%&#039;&#039;&#039;: 328 uses (328%)&lt;br /&gt;
  - &#039;&#039;&#039;75%&#039;&#039;&#039;: 395 uses (395%) - Max for ver 0.8.5 (Update 4) with all edicts and max recycling focus&lt;br /&gt;
  - &#039;&#039;&#039;80%&#039;&#039;&#039;: 494 uses (494%)&lt;br /&gt;
  - &#039;&#039;&#039;90%&#039;&#039;&#039;: 989 uses (989%)&lt;br /&gt;
&lt;br /&gt;
Each “use” represents the material being cycled through production and recycling, where 90% efficiency means 100 units act like 989 units over time due to repeated recovery. For example, jumping from 80% (494 uses) to 90% (989 uses)—a 10% increase—doubles the effective usage, much like how 80% to 90% damage reduction in ARPGs doubles survivability.&lt;br /&gt;
&lt;br /&gt;
=== Storage and Overproduction ===&lt;br /&gt;
Recycling at high efficiency (e.g., 90%) floods the system with recovered materials—like [[Gold]]—faster than they’re consumed. With limited storage ([[Recyclables Collection]], internal buffers, belts), over-smelting raw ore during startup can clog the system, as recycled products loop back before space clears. Adding buffers or reducing initial smelting helps balance this overcapacity.&lt;br /&gt;
&lt;br /&gt;
== Scrap Production ==&lt;br /&gt;
The scrap produced from recycling is based on what items were consumed to generate the recyclable item, but are not stored with the recyclable item itself.  Instead, a building adds to the Pending Scrap value for each scrap type.  The waste sorting plant outputs Pending Scrap at random so long as the pending value is greater than or equal to 1, with the quantity being proportional to how many recyclables existing in the world.  So if the island has 100 recyclables, recycling one will output 1% of Pending Scrap value of each scrap type.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Scrap values for consumables and subcomponents at 60% recycling efficiency. (Ver 0.7.5)&lt;br /&gt;
! Resource&lt;br /&gt;
! {{infoicon|Iron Scrap|new=yes}}&lt;br /&gt;
! {{infoicon|Copper Scrap|new=yes}}&lt;br /&gt;
! {{infoicon|Gold Scrap|new=yes}}&lt;br /&gt;
! {{infoicon|Aluminum Scrap|new=yes}}&lt;br /&gt;
! {{infoicon|Broken Glass|new=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Steel|new=yes}}&lt;br /&gt;
| 1.2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Mechanical Parts|new=yes}}&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|PCB|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Microchips|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Household Goods|new=yes}}&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Medical Equipment|new=yes}}&lt;br /&gt;
| 0.72&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Anesthetics|new=yes}}&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Morphine|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Electronics|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Electronics2|text=Electronics II|link=Electronics II||new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 1.35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Electronics3|text=Electronics III|link=Electronics III|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 3.1&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0&lt;br /&gt;
| 0.6&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Lab Equipment1|text=Lab Equipment|link=Lab Equipment|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Lab Equipment2|text=Lab Equipment II|link=Lab Equipment II|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Lab Equipment3|text=Lab Equipment III|link=Lab Equipment III|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.425&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.25&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Lab Equipment4|text=Lab Equipment IV|link=Lab Equipment IV|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.8125&lt;br /&gt;
| 0.05&lt;br /&gt;
| 0&lt;br /&gt;
| 0.325&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Office Supplies|new=yes}}&lt;br /&gt;
| 0.05&lt;br /&gt;
| 0.225&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.1&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 1.0333...&lt;br /&gt;
| 0.1333...&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.2&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Luxury Goods|new=yes}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Medical Supplies|new=yes}}&lt;br /&gt;
| 0.36&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Medical Supplies2|text=Medical Supplies II|link=Medical Supplies II|new=yes}}&lt;br /&gt;
| 0.36&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Medical Supplies3|text=Medical Supplies III|link=Medical Supplies III|new=yes}}&lt;br /&gt;
| 0.435&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.075&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Busuwe</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Edicts&amp;diff=12768</id>
		<title>Edicts</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Edicts&amp;diff=12768"/>
		<updated>2026-07-14T20:02:44Z</updated>

		<summary type="html">&lt;p&gt;Busuwe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Edicts&#039;&#039;&#039; are toggleable options that have global effect on the [[Island]], its population and resources. The player is able to use edicts when the [[Captain&#039;s Office I]] is built and being maintained.  Some edicts have multiple levels; the costs and benefits of these stack additively with each other.  For example, if you enable &amp;quot;Growth Boost II&amp;quot;, then &amp;quot;Growth Boost I&amp;quot; will also be enabled, resulting in a Population growth increase of 0.6% and a cost of 2 Unity per month.&lt;br /&gt;
&lt;br /&gt;
==List of Edicts==&lt;br /&gt;
There are two groups of edicts: Population Edicts and Industrial Edicts. They are available from the Captain&#039;s Office building menu.&lt;br /&gt;
&lt;br /&gt;
===Population Edicts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Unity Cost/&amp;lt;br&amp;gt;Production&lt;br /&gt;
! Required Research&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Growth Pause.png|64px|Growth Pause]]&lt;br /&gt;
| Growth Pause&lt;br /&gt;
| Disables natural [[Population|pop]] growth&lt;br /&gt;
| {{infoicon|Unity|link=no|text=0}}&lt;br /&gt;
| [[Edicts I]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Growth Boost.png|64px|Growth Boost]]&lt;br /&gt;
| Growth Boost I&lt;br /&gt;
| Pops growth increased by 0.40%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Growth Boost II&lt;br /&gt;
| Pops growth increased by 0.20%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office II (research)|Captain&#039;s Office II]]&lt;br /&gt;
|-&lt;br /&gt;
| Growth Boost III&lt;br /&gt;
| Pops growth increased by 0.20%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quarantine.png|64px|Quarantine]]&lt;br /&gt;
| Quarantine&lt;br /&gt;
| Quarantines 20% of the total workforce to reduce effects of any ongoing [[disease]] by 40%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Food Saver.png|64px|Food Saver]]&lt;br /&gt;
| Food Saver I&lt;br /&gt;
| [[Food]] consumption reduced by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts I]]&lt;br /&gt;
|-&lt;br /&gt;
| Food Saver II&lt;br /&gt;
| Food consumption reduced by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Health Boost.png|64px|Health Boost]]&lt;br /&gt;
| Health Boost I&lt;br /&gt;
| Increase safety conditions to get extra +10 [[health]] points.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Health Boost II&lt;br /&gt;
| Increase safety conditions to get extra +10 health points.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Plenty of Food.png|64px|Plenty of Food]]&lt;br /&gt;
| Plenty of Food I&lt;br /&gt;
| [[Food]] consumption increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Plenty of Food II&lt;br /&gt;
| Food consumption increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Household Goods.png|64px|More Household Goods]]&lt;br /&gt;
| More Household Goods I&lt;br /&gt;
| [[Household Goods|Household goods]] consumption increased by 20.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Goods II&lt;br /&gt;
| Household goods consumption increased by 20.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Goods III&lt;br /&gt;
| Household goods consumption increased by 30.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Household Appliances.png|64px|More Household Appliances]]&lt;br /&gt;
| More Household Appliances I&lt;br /&gt;
| [[Household Appliances|Household appliances]] consumption increased by 20.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Appliances II&lt;br /&gt;
| Household appliances consumption increased by 20.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Appliances III&lt;br /&gt;
| Household appliances consumption increased by 30.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Consumer Electronics.png|64px|More Consumer Electronics]]&lt;br /&gt;
| More Consumer Electronics I&lt;br /&gt;
| [[Consumer Electronics|Household electronics]] consumption increased by 20.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| More Consumer Electronics II&lt;br /&gt;
| Household electronics consumption increased by 20.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| More Consumer Electronics III&lt;br /&gt;
| Household electronics consumption increased by 30.00%, unity given for it increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+15%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Eviction.png|64px|Eviction]]&lt;br /&gt;
| Eviction&lt;br /&gt;
| Every month, 4.00% of the population will have to pack their things and leave the island&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Edicts I]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Industrial Edicts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Unity Cost/&amp;lt;br&amp;gt;Production&lt;br /&gt;
! Required Research&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fuel Saver.png|64px|Fuel Saver]]&lt;br /&gt;
| Vehicles Fuel Saver I&lt;br /&gt;
| [[Vehicles]] [[Diesel|fuel]] consumption reduced by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Vehicles Fuel Saver II&lt;br /&gt;
| Vehicles fuel consumption reduced by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel Saver.png|64px|Fuel Saver]]&lt;br /&gt;
| Ships Fuel Saver I&lt;br /&gt;
| [[Cargo Ship|Cargo ship]] [[Diesel|fuel]] consumption reduced by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Overloaded Trucks.png|64px|Overloaded Trucks]]&lt;br /&gt;
| Overloaded Trucks I&lt;br /&gt;
| Trucks can get overloaded by 15.00% but they require extra 20.00% [[maintenance]]&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-0.5}}&lt;br /&gt;
| [[Vehicles Management III]]&lt;br /&gt;
|-&lt;br /&gt;
| Overloaded Trucks II&lt;br /&gt;
| Trucks can get overloaded by 15.00% but they require extra 20.00% maintenance&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Vehicles Management III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Maintenance Reducer.png|64px|Maintenance Reducer]]&lt;br /&gt;
| Maintenance Reducer I&lt;br /&gt;
| [[Maintenance]] reduced by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Maintenance Reducer II&lt;br /&gt;
| Maintenance reduced by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| Maintenance Reducer III&lt;br /&gt;
| Maintenance reduced by 5.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts V]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | [[File:Recycling Increase.png|64px|Recycling Increase]]&lt;br /&gt;
| Recycling Increase I&lt;br /&gt;
| Recycling efficiency increased by 12.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Recycling Edict I]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase II&lt;br /&gt;
| Recycling efficiency increased by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Recycling Edict II]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase III&lt;br /&gt;
| Recycling efficiency increased by 8.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1.5}}&lt;br /&gt;
| [[Recycling Edict III]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase IV&lt;br /&gt;
| Recycling efficiency increased by 5.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1.5}}&lt;br /&gt;
| [[Recycling Edict IV]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase V&lt;br /&gt;
| Recycling efficiency increased by 5.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Recycling Edicts V]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Farming Boost.png|64px|Farming Boost]]&lt;br /&gt;
| Farming Boost I&lt;br /&gt;
| Farm yield increased by 15.00%, [[water]] demands by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts I]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming Boost II&lt;br /&gt;
| Farm yield increased by 12.00%, water demands by 12.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office II (research)|Captain&#039;s Office II]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming Boost III&lt;br /&gt;
| Farm yield increased by 8.00%, water demands by 8.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Water Saver.png|64px|Water Saver]]&lt;br /&gt;
| Water Saver I&lt;br /&gt;
| Reduces water consumed in [[settlement]]s and farms by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Water Saver II&lt;br /&gt;
| Reduces water consumed in settlements and farms by 12.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office II (research)|Captain&#039;s Office II]]&lt;br /&gt;
|-&lt;br /&gt;
| Water Saver III&lt;br /&gt;
| Reduces water consumed in settlements and farms by 8.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Clean Panels.png|64px|Clean Panels]]&lt;br /&gt;
| Clean Panels I&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their [[power]] output by 5.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-0.5}}&lt;br /&gt;
| [[Solar Panels]]&lt;br /&gt;
|-&lt;br /&gt;
| Clean Panels II&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their power output by 10.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Solar Panels]]&lt;br /&gt;
|-&lt;br /&gt;
| Clean Panels III&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their power output by 15.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Solar Panels II]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | [[File:Research Efficiency.png|64px|Research Efficiency]]&lt;br /&gt;
| Research efficiency I&lt;br /&gt;
| Research efficiency increased by 15.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Research efficiency II&lt;br /&gt;
| Research efficiency increased by 10.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office II (research)|Captain&#039;s Office II]]&lt;br /&gt;
|-&lt;br /&gt;
| Research efficiency III&lt;br /&gt;
| Research efficiency increased by 10.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| Research efficiency IV&lt;br /&gt;
| Research efficiency increased by 10.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| Research efficiency V&lt;br /&gt;
| Research efficiency increased by 15.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Edicts V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Busuwe</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Focus&amp;diff=12767</id>
		<title>Focus</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Focus&amp;diff=12767"/>
		<updated>2026-07-13T14:30:47Z</updated>

		<summary type="html">&lt;p&gt;Busuwe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Generating Focus ==&lt;br /&gt;
Focus is a resource generated by [[Office I|Office Buildings]] ([[Office I|I]], [[Office II|II]], [[Office III|III]]), and used to apply various bonuses.  Generation of Focus requires employing large numbers of workers, and supplying the offices with [[Office Supplies]].&lt;br /&gt;
&lt;br /&gt;
The higher tier Office Buildings are more dense, and slightly more efficient in use of construction supplies, maintenance, and power, but are identical in their focus per worker and per office supplies.&lt;br /&gt;
&lt;br /&gt;
Offices may consume computing for either a 20% or 50% boost to their focus output.  This is at a ratio of 4.166 Focus/fFlop at 20% or 2.6 focus/tFlop at 50%.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Workers&lt;br /&gt;
!Focus&lt;br /&gt;
!Office Supplies&lt;br /&gt;
per month&lt;br /&gt;
!Power&lt;br /&gt;
!Maintenance&lt;br /&gt;
(tier 2)&lt;br /&gt;
!Computing&lt;br /&gt;
(20% boost)&lt;br /&gt;
!Computing&lt;br /&gt;
(50% boost)&lt;br /&gt;
|-&lt;br /&gt;
|[[Office I]]&lt;br /&gt;
|250&lt;br /&gt;
|250&lt;br /&gt;
|2&lt;br /&gt;
|250kW&lt;br /&gt;
|3.7&lt;br /&gt;
|12 tFlops&lt;br /&gt;
|48 tFlops&lt;br /&gt;
|-&lt;br /&gt;
|[[Office II]]&lt;br /&gt;
|500&lt;br /&gt;
|500&lt;br /&gt;
|4&lt;br /&gt;
|400kW&lt;br /&gt;
|5.6&lt;br /&gt;
|24 tFlops&lt;br /&gt;
|96 tFlops&lt;br /&gt;
|-&lt;br /&gt;
|[[Office III]]&lt;br /&gt;
|1000&lt;br /&gt;
|1000&lt;br /&gt;
|8&lt;br /&gt;
|600kW&lt;br /&gt;
|9.3&lt;br /&gt;
|48 tFlops&lt;br /&gt;
|192 tFlops&lt;br /&gt;
|}&lt;br /&gt;
Focus generation may be increased further by a repeatable research granting 4% increased focus generation per level.  This stacks additively with Computing.&lt;br /&gt;
&lt;br /&gt;
== Global Focuses ==&lt;br /&gt;
There are 12 available Global Focuses.  Each focus has a cost for the first point, and an increasing cost for every level thereafter.&lt;br /&gt;
&lt;br /&gt;
For example, the first level of Truck Capacity will cost 40, the second, 70, the third 100, and so on.&lt;br /&gt;
&lt;br /&gt;
Research Efficiency stacks multiplicatively with all other sources of research bonus (Population, Edict, and Space Station)&lt;br /&gt;
&lt;br /&gt;
Goods and Services Consumption applies to all Settlement Attachments except food.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Initial Cost&lt;br /&gt;
!Increasing Cost&lt;br /&gt;
!Maximum Level&lt;br /&gt;
!Per-Level Benefit&lt;br /&gt;
!Maximum Benefit&lt;br /&gt;
!Focus cost at&lt;br /&gt;
Maximum Benefit&lt;br /&gt;
|-&lt;br /&gt;
|Truck Capacity&lt;br /&gt;
|40&lt;br /&gt;
|30&lt;br /&gt;
|40&lt;br /&gt;
| +2.5%&lt;br /&gt;
| +100%&lt;br /&gt;
|25,000&lt;br /&gt;
|-&lt;br /&gt;
|Research Efficiency&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|150&lt;br /&gt;
| +2%&lt;br /&gt;
| +300%&lt;br /&gt;
|115,500&lt;br /&gt;
|-&lt;br /&gt;
|Maintenance Production&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|100&lt;br /&gt;
| +1%&lt;br /&gt;
| +100%&lt;br /&gt;
|52,000&lt;br /&gt;
|-&lt;br /&gt;
|Crop Yield&lt;br /&gt;
|50&lt;br /&gt;
|10&lt;br /&gt;
|150&lt;br /&gt;
| +2%&lt;br /&gt;
| +300%&lt;br /&gt;
|119,250&lt;br /&gt;
|-&lt;br /&gt;
|Recycling Efficiency&lt;br /&gt;
|150&lt;br /&gt;
|50&lt;br /&gt;
|15&lt;br /&gt;
| +1%&lt;br /&gt;
| +15%&lt;br /&gt;
|7,500&lt;br /&gt;
|-&lt;br /&gt;
|Food Consumption&lt;br /&gt;
|75&lt;br /&gt;
|100&lt;br /&gt;
|15&lt;br /&gt;
| -2%&lt;br /&gt;
| -30%&lt;br /&gt;
|11,625&lt;br /&gt;
|-&lt;br /&gt;
|Goods &amp;amp; Services&lt;br /&gt;
Consumption&lt;br /&gt;
|125&lt;br /&gt;
|125&lt;br /&gt;
|25&lt;br /&gt;
| -2%&lt;br /&gt;
| -50%&lt;br /&gt;
|40,625&lt;br /&gt;
|-&lt;br /&gt;
|Unity Generation&lt;br /&gt;
|250&lt;br /&gt;
|250&lt;br /&gt;
|14&lt;br /&gt;
| +2.5%&lt;br /&gt;
| +35%&lt;br /&gt;
|26,250&lt;br /&gt;
|-&lt;br /&gt;
|Contracts Profitability&lt;br /&gt;
|40&lt;br /&gt;
|40&lt;br /&gt;
|15&lt;br /&gt;
| +2%&lt;br /&gt;
| +30%&lt;br /&gt;
|4,800&lt;br /&gt;
|-&lt;br /&gt;
|Contracts Unity Cost&lt;br /&gt;
|40&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
| -2.5%&lt;br /&gt;
| -50%&lt;br /&gt;
|4,600&lt;br /&gt;
|-&lt;br /&gt;
|World Mine Efficiency&lt;br /&gt;
|50&lt;br /&gt;
|40&lt;br /&gt;
|25&lt;br /&gt;
| +2%&lt;br /&gt;
| +50%&lt;br /&gt;
|13,250&lt;br /&gt;
|-&lt;br /&gt;
|Train Capacity&lt;br /&gt;
|40&lt;br /&gt;
|30&lt;br /&gt;
|40&lt;br /&gt;
| +2.5%&lt;br /&gt;
| +100%&lt;br /&gt;
|25,000&lt;br /&gt;
|}&lt;br /&gt;
With a total focus cost of 445,400, you would have to employ 178,160 workers in offices (at 100% bonus focus generation research and 50% computing bonus) to apply every bonus.  This would also cost 1,426 Office Supplies per month.&lt;/div&gt;</summary>
		<author><name>Busuwe</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Focus&amp;diff=12766</id>
		<title>Focus</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Focus&amp;diff=12766"/>
		<updated>2026-07-13T11:53:42Z</updated>

		<summary type="html">&lt;p&gt;Busuwe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Generating Focus ==&lt;br /&gt;
Focus is a resource generated by [[Office I|Office Buildings]] ([[Office I|I]], [[Office II|II]], [[Office III|III]]), and used to apply various bonuses.  Generation of Focus requires employing large numbers of workers, and supplying the offices with [[Office Supplies]].&lt;br /&gt;
&lt;br /&gt;
The higher tier Office Buildings are more dense, and slightly more efficient in use of construction supplies, maintenance, and power, but are identical in their focus per worker and per office supplies.&lt;br /&gt;
&lt;br /&gt;
Offices may consume computing for either a 20% or 50% boost to their focus output.  This is at a ratio of 4.166 Focus/fFlop at 20% or 2.6 focus/tFlop at 50%.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Workers&lt;br /&gt;
!Focus&lt;br /&gt;
!Office Supplies&lt;br /&gt;
per month&lt;br /&gt;
!Power&lt;br /&gt;
!Maintenance&lt;br /&gt;
(tier 2)&lt;br /&gt;
!Computing&lt;br /&gt;
(20% boost)&lt;br /&gt;
!Computing&lt;br /&gt;
(50% boost)&lt;br /&gt;
|-&lt;br /&gt;
|[[Office I]]&lt;br /&gt;
|250&lt;br /&gt;
|250&lt;br /&gt;
|2&lt;br /&gt;
|250kW&lt;br /&gt;
|3.7&lt;br /&gt;
|12 tFlops&lt;br /&gt;
|48 tFlops&lt;br /&gt;
|-&lt;br /&gt;
|[[Office II]]&lt;br /&gt;
|500&lt;br /&gt;
|500&lt;br /&gt;
|4&lt;br /&gt;
|400kW&lt;br /&gt;
|5.6&lt;br /&gt;
|24 tFlops&lt;br /&gt;
|96 tFlops&lt;br /&gt;
|-&lt;br /&gt;
|[[Office III]]&lt;br /&gt;
|1000&lt;br /&gt;
|1000&lt;br /&gt;
|8&lt;br /&gt;
|600kW&lt;br /&gt;
|9.3&lt;br /&gt;
|48 tFlops&lt;br /&gt;
|192 tFlops&lt;br /&gt;
|}&lt;br /&gt;
Focus generation may be increased further by a repeatable research granting 4% increased focus generation per level.  This stacks additively with Computing.&lt;br /&gt;
&lt;br /&gt;
== Global Focuses ==&lt;br /&gt;
There are 12 available Global Focuses.  Each focus has a cost for the first point, and an increasing cost for every level thereafter.&lt;br /&gt;
&lt;br /&gt;
For example, the first level of Truck Capacity will cost 40, the second, 70, the third 100, and so on.&lt;br /&gt;
&lt;br /&gt;
Research Efficiency stacks multiplicatively with all other sources of research bonus (Population, Edict, and Space Station)&lt;br /&gt;
&lt;br /&gt;
Goods and Services Consumption applies to all Settlement Attachments except food.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Initial Cost&lt;br /&gt;
!Increasing Cost&lt;br /&gt;
!Maximum Level&lt;br /&gt;
!Per-Level Benefit&lt;br /&gt;
!Maximum Benefit&lt;br /&gt;
!Focus cost at&lt;br /&gt;
Maximum Benefit&lt;br /&gt;
|-&lt;br /&gt;
|Truck Capacity&lt;br /&gt;
|40&lt;br /&gt;
|30&lt;br /&gt;
|40&lt;br /&gt;
| +2.5%&lt;br /&gt;
| +100%&lt;br /&gt;
|25,000&lt;br /&gt;
|-&lt;br /&gt;
|Research Efficiency&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|150&lt;br /&gt;
| +2%&lt;br /&gt;
| +300%&lt;br /&gt;
|115,500&lt;br /&gt;
|-&lt;br /&gt;
|Maintenance Production&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|100&lt;br /&gt;
| +1%&lt;br /&gt;
| +100%&lt;br /&gt;
|52,000&lt;br /&gt;
|-&lt;br /&gt;
|Crop Yield&lt;br /&gt;
|50&lt;br /&gt;
|10&lt;br /&gt;
|150&lt;br /&gt;
| +2%&lt;br /&gt;
| +300%&lt;br /&gt;
|119,250&lt;br /&gt;
|-&lt;br /&gt;
|Recycling Efficiency&lt;br /&gt;
|150&lt;br /&gt;
|50&lt;br /&gt;
|15&lt;br /&gt;
| +1%&lt;br /&gt;
| +15%&lt;br /&gt;
|7,500&lt;br /&gt;
|-&lt;br /&gt;
|Food Consumption&lt;br /&gt;
|75&lt;br /&gt;
|100&lt;br /&gt;
|15&lt;br /&gt;
| -2%&lt;br /&gt;
| -30%&lt;br /&gt;
|11,625&lt;br /&gt;
|-&lt;br /&gt;
|Goods &amp;amp; Services&lt;br /&gt;
Consumption&lt;br /&gt;
|125&lt;br /&gt;
|125&lt;br /&gt;
|25&lt;br /&gt;
| -2%&lt;br /&gt;
| -50%&lt;br /&gt;
|40,625&lt;br /&gt;
|-&lt;br /&gt;
|Unity Generation&lt;br /&gt;
|250&lt;br /&gt;
|250&lt;br /&gt;
|14&lt;br /&gt;
| +2.5%&lt;br /&gt;
| +35%&lt;br /&gt;
|26,250&lt;br /&gt;
|-&lt;br /&gt;
|Contracts Profitability&lt;br /&gt;
|40&lt;br /&gt;
|40&lt;br /&gt;
|15&lt;br /&gt;
| +2%&lt;br /&gt;
| +30%&lt;br /&gt;
|4,800&lt;br /&gt;
|-&lt;br /&gt;
|Contracts Unity Cost&lt;br /&gt;
|40&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
| -2.5%&lt;br /&gt;
| -50%&lt;br /&gt;
|4,600&lt;br /&gt;
|-&lt;br /&gt;
|World Mine Efficiency&lt;br /&gt;
|50&lt;br /&gt;
|40&lt;br /&gt;
|25&lt;br /&gt;
| +2%&lt;br /&gt;
| +50%&lt;br /&gt;
|13,250&lt;br /&gt;
|-&lt;br /&gt;
|Train Capacity&lt;br /&gt;
|40&lt;br /&gt;
|30&lt;br /&gt;
|40&lt;br /&gt;
| +2.5%&lt;br /&gt;
| +100%&lt;br /&gt;
|25,000&lt;br /&gt;
|}&lt;br /&gt;
With a total focus cost of 326,150, you would have to employ 130,500 workers in offices (at 100% bonus focus generation research and 50% computing bonus) to apply every bonus.  This would also cost 1,044 Office Supplies per month.&lt;/div&gt;</summary>
		<author><name>Busuwe</name></author>
	</entry>
</feed>