<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://wiki.coigame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Keranik</id>
	<title>Captain of Industry Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.coigame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Keranik"/>
	<link rel="alternate" type="text/html" href="http://wiki.coigame.com/Special:Contributions/Keranik"/>
	<updated>2026-06-04T05:22:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Radiation&amp;diff=12248</id>
		<title>Radiation</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Radiation&amp;diff=12248"/>
		<updated>2025-10-15T07:18:23Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Tier 1 belts do not stack, which means there will be less exposed product at one time, and less radiation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Radiation&lt;br /&gt;
| Type1         = Pollution&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Radiation&#039;&#039;&#039; is a virtual pollutant in the game that slows {{infoicon|Population|Population Growth}} by reducing the birth rate. It’s produced by overheated [[Nuclear Reactor]]s ([[Nuclear Meltdown]]) and unsafely stored radioactive materials like [[Spent Fuel]].&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* &#039;&#039;&#039;Reactor Leaks&#039;&#039;&#039;: Occur during a [[Nuclear Meltdown]], caused by maxed-out heat from excess {{infoicon|SteamHp|text=Steam (High)|link=Steam (High)|new=yes}} or {{infoicon|SteamSp|text=Steam (Super)|link=Steam (Super)|new=yes}} and insufficient cooling water.&lt;br /&gt;
* &#039;&#039;&#039;Radioactive Materials&#039;&#039;&#039;: Generated when materials like [[Spent Fuel]], [[Spent MOX]], [[Plutonium]], and [[Fission Product]] are stored outside a [[Radioactive Waste Storage]], including during transport or at the [[Shipyard]].&lt;br /&gt;
&lt;br /&gt;
== Effects on Population Growth ==&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Reduces the birth rate, not {{infoicon|Health}} directly, slowing population growth.&lt;br /&gt;
* &#039;&#039;&#039;Averaging Period&#039;&#039;&#039;: Radioactive material effects are averaged over 4 months.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Penalty&#039;&#039;&#039;: Total birth rate reduction can reach up to around -4 to -5 Growth under severe conditions.&lt;br /&gt;
&lt;br /&gt;
=== Reactor Leaks ===&lt;br /&gt;
* &#039;&#039;&#039;Penalty&#039;&#039;&#039;: Each leak reduces birth rate by roughly 0.13 Growth per month (based on frequency), with effects lingering over time.&lt;br /&gt;
* &#039;&#039;&#039;Example&#039;&#039;&#039;: 1 leak per month ≈ -0.13 Growth; 10 leaks per month ≈ -1.3 Growth or more.&lt;br /&gt;
&lt;br /&gt;
=== Radioactive Materials ===&lt;br /&gt;
* &#039;&#039;&#039;Penalty&#039;&#039;&#039;: Starts at 480 units of radiation (no effect below this), with every 800 units above adding 1 Growth penalty, capped at -2.5 Growth.&lt;br /&gt;
* &#039;&#039;&#039;Radiation Levels&#039;&#039;&#039;: Sum of exposed materials’ levels contributes to the total.&lt;br /&gt;
* &#039;&#039;&#039;Examples&#039;&#039;&#039;:&lt;br /&gt;
** 1000 units per month = -0.65 Growth ((1000 - 480) ÷ 800).&lt;br /&gt;
** 4000 units per month = -2.5 Growth (maximum material penalty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Radiation Level&lt;br /&gt;
|-&lt;br /&gt;
|{{infoicon|Spent Fuel|new=yes}}&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|{{infoicon|SpentMox|text=Spent MOX|link=Spent MOX|new=yes}}&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|{{Infoicon|Plutonium|new=yes}}&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|{{Infoicon|Fission Product|new=yes}}&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Management Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Prevent Meltdowns&#039;&#039;&#039;: Ensure [[Nuclear Reactor]]s have adequate cooling water and manage {{infoicon|SteamHp|text=Steam (High)|link=Steam (High)|new=yes}} or {{infoicon|SteamSp|text=Steam (Super)|link=Steam (Super)|new=yes}} overflow.&lt;br /&gt;
* &#039;&#039;&#039;Safe Storage&#039;&#039;&#039;: Use [[Radioactive Waste Storage]] to contain radioactive materials, or reprocess them in a [[Nuclear Fuel Reprocessing]] facility.&lt;br /&gt;
* &#039;&#039;&#039;Minimize Exposure&#039;&#039;&#039;:&lt;br /&gt;
** Build reactors, reprocessing plants, and storage close together to shorten transport routes.&lt;br /&gt;
** Use [[Flat Conveyor|Tier I belts]] for quick movement and avoid long belts.&lt;br /&gt;
** Assign a single [[Pickup|small truck]] for transport to limit exposure time.&lt;br /&gt;
* &#039;&#039;&#039;Handle Moves Carefully&#039;&#039;&#039;: When relocating stored waste, move it gradually to avoid a sudden radiation spike from multiple trucks.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=User_talk:EstebanLB01&amp;diff=12233</id>
		<title>User talk:EstebanLB01</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=User_talk:EstebanLB01&amp;diff=12233"/>
		<updated>2025-09-29T15:49:06Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Created page with &amp;quot;The in-game calculations use per 100 population and this chart makes the most sense using per 100 population as a result.  There is no benefit to simply add a zero and move a decimal point.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The in-game calculations use per 100 population and this chart makes the most sense using per 100 population as a result.  There is no benefit to simply add a zero and move a decimal point.&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12232</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Settlement&amp;diff=12232"/>
		<updated>2025-09-29T15:42:40Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Undo revision 12185 by EstebanLB01 (talk)&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;
| 48.0 || 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;
| 40.0&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 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&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|| 0.60-1.20|| 15-25&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 || ? || -&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | ?&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;
&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 the following value.&lt;br /&gt;
&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>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Farming&amp;diff=11536</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Farming&amp;diff=11536"/>
		<updated>2025-05-27T09:01:03Z</updated>

		<summary type="html">&lt;p&gt;Keranik: adjust info icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using farms you can grow plants. After researching crop rotation you can start farming multiple plants in a single farm. Crops need water to survive, and can be fertilized to improve the fertility threshold, which determines the amount of units you will receive from the crop. In most cases ordering of the plants in the &amp;quot;growth calendar&amp;quot; does not matter, as long as the two plants next to each other are different, as having two identical plants farmed after each other will result in growth penalty. Growing the same plant in the first and last &amp;quot;growth calendar&amp;quot; counts as the crops being grown after each other therefore it adds the growth penalty.&lt;br /&gt;
&lt;br /&gt;
Fertilizer mechanically increases {{infoicon|Fertility|text=Soil Fertility}} by supplying {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]], raising the farm’s fertility to the target level, which directly boosts crop yields. High-fertility-need crops like {{infoicon|Soybean|s}} (0.5% fertility per day) benefit more than low-need crops like potatoes (0.35% per day) due to greater fertility consumption. Yields scale linearly with fertility, even above 100%, but maintaining fertility above 100% requires significantly more fertilizer due to a 200% demand multiplier, though yield benefits remain consistent without diminishing returns.&lt;br /&gt;
&lt;br /&gt;
== Crop Schedule ==&lt;br /&gt;
Farms can grow up to 4 plant types in a rotation schedule after researching Crop Rotation. The choice of crops and schedule significantly impacts yield efficiency, fertility management, and logistics. Below are strategies for different crop counts, emphasizing calorie efficiency, avoiding the 50% fertility penalty for consecutive same crops, and minimizing logistical issues. For the sake of consistency, we consider {{infoicon|Green Manure|new=yes}} a plant, but it produces no food and should generally be avoided unless no other crops are available.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 1 plant ===&lt;br /&gt;
Single-crop farms should only be used in the early game when just one crop (e.g., {{infoicon|Potato|new=yes}}) is unlocked, as growing the same crop repeatedly incurs a 50% fertility penalty, drastically reducing yields and requiring excessive fertilizer. Research Crop Rotation as soon as possible to unlock a second crop. If no second crop is available and Crop Rotation is unlocked, pairing with {{infoicon|Green Manure|new=yes}} avoids the penalty by boosting fertility (0.12% per day), but this is a temporary measure, as Green Manure produces no calories, wasting growth time compared to a food-producing crop.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 2 plants ===&lt;br /&gt;
Two different crops (e.g., {{infoicon|Potato|new=yes}} and {{infoicon|Vegetables|new=yes}}) are the most efficient setup for most farms, maximizing caloric output by avoiding the 50% fertility penalty and ensuring continuous food production. Only use {{infoicon|Green Manure|new=yes}} if no second crop is unlocked, as it produces no food, effectively halving your farm’s output time. Prioritize crops with different belt types to prevent logistical backups: for example, Potatoes use Loose belts, while Vegetables use Flat/Countable belts, allowing one crop to flow even if the other’s belt is full. For instance, two farms each growing Potatoes + Vegetables yield more consistent food than one farm with Potatoes + Green Manure and another with Vegetables + Green Manure, as Green Manure wastes production cycles.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 3 plants ===&lt;br /&gt;
Three different crops (e.g., {{infoicon|Potato|new=yes}}, {{infoicon|Vegetables|new=yes}}, {{infoicon|Corn|new=yes}}) avoid the fertility penalty but introduce significant logistical challenges. Multiple crops often share belt types (e.g., Vegetables and Corn both use Flat/Countable belts), risking backups if one output buffer fills, requiring complex sorting or dedicated belts. The third crop also increases rotation time, reducing harvest frequency for each crop. You’re almost always better off splitting into two farms with 2-crop rotations (e.g., one farm with Potatoes + Vegetables, another with Potatoes + Corn). This simplifies logistics, maintains consistent output, and avoids buffer congestion. Three-crop farms are rarely justified unless you need a very specific, low quantity of a crop (e.g., {{infoicon|Soybean|new=yes}} for niche production), as the longer cycle can throttle output to manage excess.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 4 plants ===&lt;br /&gt;
Four different crops are technically viable but highly inefficient due to increased logistical complexity and reduced harvest frequency. Each crop is harvested only once every four cycles, compared to every two cycles in a 2-crop farm, leading to inconsistent supply (e.g., {{infoicon|Corn|new=yes}} appears less often). Shared belt types exacerbate backups, requiring intricate conveyor setups. Splitting into two farms with 2-crop rotations (e.g., Potatoes + Vegetables and Corn + Soybeans) yields the same total output over a cycle but with more frequent harvests and simpler logistics. Four-crop farms are almost never recommended unless you’re intentionally limiting output for a specific crop with difficult excess management, but even then, adjusting farm counts or using 2-crop setups is usually better.&lt;br /&gt;
&lt;br /&gt;
== Soil fertility ==&lt;br /&gt;
{{infoicon|Fertility|text=Soil Fertility|new=yes}} affects crop yield: the actual yield is one that the recipe of crops says times {{infoicon|Fertility|text=Soil Fertility}}. For example, the yield will be 60% of the recipe if fertility is 60%.&lt;br /&gt;
&lt;br /&gt;
Every crop consumes {{infoicon|Fertility|text=Soil Fertility}} by growing, typically between 0.2% and 0.5% per day depending on the crop. Fertility replenishes naturally when below 100% at a rate of 0.6% of the missing fertility per day (e.g., at 0% fertility, it regenerates 0.6% per day; at 50%, 0.3% per day). Then, {{infoicon|Fertility|text=Soil Fertility}} is settled at a value depending on the corp schedule. You can use {{infoicon|Green Manure|new=yes}} or {{infoicon|Fertilizer I|icononly=yes|link=no|new=yes}}[[:Category:Fertilizer|Fertilizers]] to increase the yield of crop(s).&lt;br /&gt;
&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per day required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 0.006 (100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + [2 F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 0.002] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 0.5%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 0.5% + [2 × 0.5% + 0.002] × (110% - 100%) = 0.5% + 1.002 × 10% = 0.6002% per day.&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Farming&amp;diff=11535</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Farming&amp;diff=11535"/>
		<updated>2025-05-27T08:58:57Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Small update about farm types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using farms you can grow plants. After researching crop rotation you can start farming multiple plants in a single farm. Crops need water to survive, and can be fertilized to improve the fertility threshold, which determines the amount of units you will receive from the crop. In most cases ordering of the plants in the &amp;quot;growth calendar&amp;quot; does not matter, as long as the two plants next to each other are different, as having two identical plants farmed after each other will result in growth penalty. Growing the same plant in the first and last &amp;quot;growth calendar&amp;quot; counts as the crops being grown after each other therefore it adds the growth penalty.&lt;br /&gt;
&lt;br /&gt;
Fertilizer mechanically increases {{infoicon|Fertility|text=Soil Fertility}} by supplying {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]], raising the farm’s fertility to the target level, which directly boosts crop yields. High-fertility-need crops like {{infoicon|Soybean|s}} (0.5% fertility per day) benefit more than low-need crops like potatoes (0.35% per day) due to greater fertility consumption. Yields scale linearly with fertility, even above 100%, but maintaining fertility above 100% requires significantly more fertilizer due to a 200% demand multiplier, though yield benefits remain consistent without diminishing returns.&lt;br /&gt;
&lt;br /&gt;
== Crop Schedule ==&lt;br /&gt;
Farms can grow up to 4 plant types in a rotation schedule after researching {{infoicon|Crop Rotation|new=yes}}. The choice of crops and schedule significantly impacts yield efficiency, fertility management, and logistics. Below are strategies for different crop counts, emphasizing calorie efficiency, avoiding the 50% fertility penalty for consecutive same crops, and minimizing logistical issues. For the sake of consistency, we consider {{infoicon|Green Manure|new=yes}} a plant, but it produces no food and should generally be avoided unless no other crops are available.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 1 plant ===&lt;br /&gt;
Single-crop farms should only be used in the early game when just one crop (e.g., {{infoicon|Potato|new=yes}}) is unlocked, as growing the same crop repeatedly incurs a 50% fertility penalty, drastically reducing yields and requiring excessive fertilizer. Research {{infoicon|Crop Rotation|new=yes}} as soon as possible to unlock a second crop. If no second crop is available and {{infoicon|Crop Rotation|new=yes}} is unlocked, pairing with {{infoicon|Green Manure|new=yes}} avoids the penalty by boosting fertility (0.12% per day), but this is a temporary measure, as Green Manure produces no calories, wasting growth time compared to a food-producing crop.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 2 plants ===&lt;br /&gt;
Two different crops (e.g., {{infoicon|Potato|new=yes}} and {{infoicon|Vegetables|new=yes}}) are the most efficient setup for most farms, maximizing caloric output by avoiding the 50% fertility penalty and ensuring continuous food production. Only use {{infoicon|Green Manure|new=yes}} if no second crop is unlocked, as it produces no food, effectively halving your farm’s output time. Prioritize crops with different belt types to prevent logistical backups: for example, Potatoes use Loose belts, while Vegetables use Flat/Countable belts, allowing one crop to flow even if the other’s belt is full. For instance, two farms each growing Potatoes + Vegetables yield more consistent food than one farm with Potatoes + Green Manure and another with Vegetables + Green Manure, as Green Manure wastes production cycles.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 3 plants ===&lt;br /&gt;
Three different crops (e.g., {{infoicon|Potato|new=yes}}, {{infoicon|Vegetables|new=yes}}, {{infoicon|Corn|new=yes}}) avoid the fertility penalty but introduce significant logistical challenges. Multiple crops often share belt types (e.g., Vegetables and Corn both use Flat/Countable belts), risking backups if one output buffer fills, requiring complex sorting or dedicated belts. The third crop also increases rotation time, reducing harvest frequency for each crop. You’re almost always better off splitting into two farms with 2-crop rotations (e.g., one farm with Potatoes + Vegetables, another with Potatoes + Corn). This simplifies logistics, maintains consistent output, and avoids buffer congestion. Three-crop farms are rarely justified unless you need a very specific, low quantity of a crop (e.g., {{infoicon|Soybean|new=yes}} for niche production), as the longer cycle can throttle output to manage excess.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 4 plants ===&lt;br /&gt;
Four different crops are technically viable but highly inefficient due to increased logistical complexity and reduced harvest frequency. Each crop is harvested only once every four cycles, compared to every two cycles in a 2-crop farm, leading to inconsistent supply (e.g., {{infoicon|Corn|new=yes}} appears less often). Shared belt types exacerbate backups, requiring intricate conveyor setups. Splitting into two farms with 2-crop rotations (e.g., Potatoes + Vegetables and Corn + Soybeans) yields the same total output over a cycle but with more frequent harvests and simpler logistics. Four-crop farms are almost never recommended unless you’re intentionally limiting output for a specific crop with difficult excess management, but even then, adjusting farm counts or using 2-crop setups is usually better.&lt;br /&gt;
&lt;br /&gt;
== Soil fertility ==&lt;br /&gt;
{{infoicon|Fertility|text=Soil Fertility|new=yes}} affects crop yield: the actual yield is one that the recipe of crops says times {{infoicon|Fertility|text=Soil Fertility}}. For example, the yield will be 60% of the recipe if fertility is 60%.&lt;br /&gt;
&lt;br /&gt;
Every crop consumes {{infoicon|Fertility|text=Soil Fertility}} by growing, typically between 0.2% and 0.5% per day depending on the crop. Fertility replenishes naturally when below 100% at a rate of 0.6% of the missing fertility per day (e.g., at 0% fertility, it regenerates 0.6% per day; at 50%, 0.3% per day). Then, {{infoicon|Fertility|text=Soil Fertility}} is settled at a value depending on the corp schedule. You can use {{infoicon|Green Manure|new=yes}} or {{infoicon|Fertilizer I|icononly=yes|link=no|new=yes}}[[:Category:Fertilizer|Fertilizers]] to increase the yield of crop(s).&lt;br /&gt;
&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per day required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 0.006 (100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + [2 F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 0.002] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 0.5%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 0.5% + [2 × 0.5% + 0.002] × (110% - 100%) = 0.5% + 1.002 × 10% = 0.6002% per day.&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Farming&amp;diff=11534</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Farming&amp;diff=11534"/>
		<updated>2025-05-27T08:40:02Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Update 3 Changes + Minor edits for accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using farms you can grow plants. After researching crop rotation you can start farming multiple plants in a single farm. Crops need water to survive, and can be fertilized to improve the fertility threshold, which determines the amount of units you will receive from the crop. In most cases ordering of the plants in the &amp;quot;growth calendar&amp;quot; does not matter, as long as the two plants next to each other are different, as having two identical plants farmed after each other will result in growth penalty. Growing the same plant in the first and last &amp;quot;growth calendar&amp;quot; counts as the crops being grown after each other therefore it adds the growth penalty.&lt;br /&gt;
&lt;br /&gt;
Fertilizer mechanically increases {{infoicon|Fertility|text=Soil Fertility}} by supplying {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]], raising the farm’s fertility to the target level, which directly boosts crop yields. High-fertility-need crops like {{infoicon|Soybean|s}} (0.5% fertility per day) benefit more than low-need crops like potatoes (0.35% per day) due to greater fertility consumption. Yields scale linearly with fertility, even above 100%, but maintaining fertility above 100% requires significantly more fertilizer due to a 200% demand multiplier, though yield benefits remain consistent without diminishing returns.&lt;br /&gt;
&lt;br /&gt;
== Crop Schedule ==&lt;br /&gt;
Given that you can specify up to 4 types of plants to be farmed on a single farm, there are many combinations which a player can reach, and below you can find a few of them. For the sake of consistency, we consider {{infoicon|Green Manure|new=yes}} to be a plant as well, but not a crop.&lt;br /&gt;
=== Farm with 1 plant ===&lt;br /&gt;
Initially, farms can grow only a single plant, and later on the player can keep farming a single plant on a farm if they wish to. However, after researching crop rotation, if the player wishes to improve the average yield of any crop, it is always beneficial to add in a single {{infoicon|Green Manure|new=yes}} plant. You should only use {{infoicon|Green Manure|new=yes}} when only one crop is unlocked, as it produces no caloric yield. Once a second crop is available, it is always more calorie-efficient to grow a second crop (e.g., {{infoicon|Potato|new=yes}} or {{infoicon|Vegetables|new=yes}}) to maximize food output, as {{infoicon|Green Manure|new=yes}}’s fertility boost does not outweigh the benefit of additional crop production.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 2 plants ===&lt;br /&gt;
As mentioned, farming 1 crop with {{infoicon|Green Manure|new=yes}} always returns a better average yield than farming a single crop when only one crop is unlocked. However, if the player wishes to maximize the average crop yield, growing two crops of different kind results in both plants having the highest yield possible when combined. For example, alternating {{infoicon|Potato|new=yes}} and {{infoicon|Vegetables|new=yes}} avoids the same-crop penalty and provides higher caloric output than using {{infoicon|Green Manure|new=yes}}, which produces no food. Meaning that if you have two farms, and you decide to grow Potatoes + Vegetables in both farms, your final yield of both crops will be higher than if you grew Potatoes + Green Manure in one farm, and Vegetables + Green Manure in the other.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 3 plants ===&lt;br /&gt;
Having two plants of the same type adds a penalty, therefore it is optimal to grow 3 plants of different kinds. Having Green Manure as one of them does not make a noticeable difference in the final crop yields, therefore having 3 different crops is better. However, if you remove one of the crops, and place it into another farm, you can get higher yields by adding another crop or Green Manure.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 4 plants ===&lt;br /&gt;
They work, but you can always split them into two farms, giving you similar yields.&lt;br /&gt;
&lt;br /&gt;
== Soil fertility ==&lt;br /&gt;
{{infoicon|Fertility|text=Soil Fertility|new=yes}} affects crop yield: the actual yield is one that the recipe of crops says times {{infoicon|Fertility|text=Soil Fertility|new=yes}}. For example, the yield will be 60% of the recipe if fertility is 60% while the crop grows.&lt;br /&gt;
&lt;br /&gt;
Every crop consumes {{infoicon|Fertility|text=Soil Fertility|new=yes}} by growing, typically between 0.2% and 0.5% per day depending on the crop. Fertility replenishes naturally when below 100% at a rate of 0.6% of the missing fertility per day (e.g., at 0% fertility, it regenerates 0.6% per day; at 50%, 0.3% per day). Then, {{infoicon|Fertility|text=Soil Fertility|new=yes}} is settled at a value depending on the corp schedule. You can use {{infoicon|Green Manure|new=yes}} or {{infoicon|Fertilizer I|icononly=yes|link=no|new=yes}}[[:Category:Fertilizer|Fertilizers]] to increase the yield of crop(s).&lt;br /&gt;
&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per day required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 0.006 (100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + [2 F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 0.002] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 0.5%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 0.5% + [2 × 0.5% + 0.002] × (110% - 100%) = 0.5% + 1.002 × 10% = 0.6002% per day.&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Water&amp;diff=11533</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Water&amp;diff=11533"/>
		<updated>2025-05-27T08:31:59Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Small changes for Update 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Water&lt;br /&gt;
| Type1         = Natural resource&lt;br /&gt;
| Type2         = Crafted material&lt;br /&gt;
| State         = Fluid&lt;br /&gt;
| CreatedIn     = [[Groundwater Well]]&amp;lt;br/&amp;gt;[[Rainwater Harvester]]&amp;lt;br/&amp;gt;[[Thermal Desalinator]]&lt;br /&gt;
| StoredInCargoModule = yes&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039;, specifically fresh water, is a vital natural resource in the game, extracted by pumping groundwater with a [[Groundwater Pump]] or collecting rainfall via a [[Rainwater Harvester]] in the early game. It’s essential early on for producing {{infoicon|Concrete Slab|plural=s}} in the [[Concrete Mixer]] and refining {{infoicon|Impure Copper}} in a [[Copper Electrolysis]]. From the mid-game onward, water becomes available through [[Groundwater Well]]s on the [[World Map]] and via [[Thermal Desalinator]]s, fueling petrochemical production chains and steam power generation.&lt;br /&gt;
&lt;br /&gt;
Excess water can be [[dump]]ed into the ocean using a [[Liquid Dump]], but this is rarely advisable due to its widespread use and the finite nature of groundwater reserves, which can deplete without rainfall.&lt;br /&gt;
&lt;br /&gt;
== Groundwater and Rainfall ==&lt;br /&gt;
Groundwater reserves are finite but regenerate slowly through rainfall. The replenishment rate depends on the reservoir’s capacity and the intensity of the rain. For example:&lt;br /&gt;
* A 15,000-unit reservoir regenerates &#039;&#039;&#039;14 units per day&#039;&#039;&#039; during normal rain (50% intensity) and &#039;&#039;&#039;28 units per day&#039;&#039;&#039; during heavy rain (100% intensity).&lt;br /&gt;
* A 12,000-unit reservoir regenerates &#039;&#039;&#039;11 units per day&#039;&#039;&#039; in normal rain and &#039;&#039;&#039;22 units per day&#039;&#039;&#039; in heavy rain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The replenishment formula for groundwater is:&lt;br /&gt;
: &#039;&#039;&#039;Daily Regeneration = (Reservoir Capacity × 0.00185) × Rain Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* 0.00185 is the base replenishment rate (0.185% of capacity per day).&lt;br /&gt;
* Rain Intensity is 0.5 for normal rain and 1.0 for heavy rain (values are rounded to whole units).&lt;br /&gt;
&lt;br /&gt;
For a 15,000-unit reservoir:&lt;br /&gt;
* Normal rain: &amp;lt;code&amp;gt;15,000 × 0.00185 × 0.5 = 13.875&amp;lt;/code&amp;gt; (rounds to 14 units).&lt;br /&gt;
* Heavy rain: &amp;lt;code&amp;gt;15,000 × 0.00185 × 1.0 = 27.75&amp;lt;/code&amp;gt; (rounds to 28 units).&lt;br /&gt;
&lt;br /&gt;
A [[Rainwater Harvester]] collects water directly from rainfall, producing &#039;&#039;&#039;0.5 units per day&#039;&#039;&#039; during normal rain and &#039;&#039;&#039;1.0 unit per day&#039;&#039;&#039; during heavy rain. &lt;br /&gt;
&lt;br /&gt;
A [[Farm]] collects water into its soil buffer, regenerating &#039;&#039;&#039;3.0 units per day&#039;&#039;&#039; during normal rain and &#039;&#039;&#039;6.0 units per day&#039;&#039;&#039; during heavy rain.&lt;br /&gt;
&lt;br /&gt;
The replenishment formula for rainwater harvesters and farms is:&lt;br /&gt;
: &#039;&#039;&#039;Daily Regeneration = Base Rate × Rain Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* Base Rate is 1.0 for a Rainwater Harvester and 6.0 for a Farm (assuming no yield multipliers).&lt;br /&gt;
* Rain Intensity is 0.5 for normal rain and 1.0 for heavy rain.&lt;br /&gt;
* Note: These rates assume the global rain yield multiplier is 100%. If modified (e.g., via research), the rates will scale accordingly.&lt;br /&gt;
&lt;br /&gt;
Over a year, assuming 40 rainy days:&lt;br /&gt;
* A 15,000-unit reservoir regenerates &#039;&#039;&#039;560 units&#039;&#039;&#039; in normal rain (14 × 40) or &#039;&#039;&#039;1,120 units&#039;&#039;&#039; in heavy rain (28 × 40).&lt;br /&gt;
* A Rainwater Harvester yields &#039;&#039;&#039;20 units&#039;&#039;&#039; in normal rain (0.5 × 40) or &#039;&#039;&#039;40 units&#039;&#039;&#039; in heavy rain (1.0 × 40).&lt;br /&gt;
* A Farm collects &#039;&#039;&#039;120 units&#039;&#039;&#039; in normal rain (3.0 × 40) or &#039;&#039;&#039;240 units&#039;&#039;&#039; in heavy rain (6.0 × 40).&lt;br /&gt;
&lt;br /&gt;
The number of rainy days depends on the weather, which varies by difficulty and year. See the [[Weather]] page for details on weather patterns and their impact on water availability.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Notes ===&lt;br /&gt;
Groundwater depletion is a real risk without consistent rainfall. Players should monitor reserves and consider supplementing with [[Thermal Desalinator]]s in dry climates. Rainwater harvesters and farms can help in rainy regions, but their output is limited compared to wells, making them less viable for large-scale water needs in the mid-to-late game.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{{recipe fetch|dir=out}}&lt;br /&gt;
{{recipe fetch|dir=in}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Materials}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Modding&amp;diff=10959</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Modding&amp;diff=10959"/>
		<updated>2025-05-18T03:11:53Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Outdated Captain of Cheats mod replaced with COIExtended&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PAGE IS WIP AND UNDER CONSTRUCTION!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Modding is an exciting endeavor! Hopefully this page can serve as a quick-start on how you can do it to!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
- .NET Framework - https://dotnet.microsoft.com/en-us/download/dotnet-framework/net462&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
&lt;br /&gt;
- Clone https://github.com/MaFi-Games/Captain-of-industry-modding into a directory (&amp;lt;code&amp;gt;git clone https://github.com/MaFi-Games/Captain-of-industry-modding.git&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
- Navigate to the directory and into &amp;lt;code&amp;gt;src/ExampleMod&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Run &amp;lt;code&amp;gt;dotnet build /p:LangVersion=10.0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;re using &amp;lt;code&amp;gt;/p:LangVersion=10.0&amp;lt;/code&amp;gt; for building mod, as otherwise it&#039;ll throw errors about too new language features being used. You can also edit &amp;lt;code&amp;gt;ExampleMod.csproj&amp;lt;/code&amp;gt; to contain &amp;lt;code&amp;gt;&amp;lt;LangVersion&amp;gt;10.0&amp;lt;/LangVersion&amp;gt;&amp;lt;/code&amp;gt; in the first &amp;lt;code&amp;gt;PropertyGroup&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Layouts / EntityLayoutParams / EntityLayoutParser  ==&lt;br /&gt;
&lt;br /&gt;
Layouts of structures such as machines or storages are based on a ASCII format passed as list of strings.&lt;br /&gt;
&lt;br /&gt;
Example furnace:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   [2][2][2][3][3][3][3][3][2]&amp;gt;~Y&lt;br /&gt;
   [2][2][3][5][5][7][7][4][3]&amp;gt;&#039;O&lt;br /&gt;
A~&amp;gt;[2][2][3][5][5][7][7][4][3]&amp;gt;&#039;V&lt;br /&gt;
B~&amp;gt;[2][2][3][5][5][7][7][4][3]&amp;gt;&#039;W&lt;br /&gt;
   [2][2][2][3][3][7][7][4][3]&amp;gt;&#039;P&lt;br /&gt;
   [2][2][2][2][2][2][2][2][3]&amp;gt;@E&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;A~&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;B~&amp;gt;&amp;lt;/code&amp;gt; are In Ports, they accept products.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;@E&amp;lt;/code&amp;gt; is exhaust&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;~Y&amp;lt;/code&amp;gt; is slag exit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;gt;&#039;&amp;lt;/code&amp;gt; are Out Ports, they emit products&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt; indicates the direction of the port. They can be one of the following:&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;code&amp;gt;^&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also a &amp;lt;code&amp;gt;+&amp;lt;/code&amp;gt; port type, but meaning is unclear as of yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[1]&amp;lt;/code&amp;gt; - &amp;lt;code&amp;gt;[9]&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;[n]&amp;lt;/code&amp;gt; essentially) are heigh units, they define the &amp;quot;hitbox&amp;quot; of the building, how many squares&lt;br /&gt;
it takes up and where pipes/transports can and cannot pass.&lt;br /&gt;
&lt;br /&gt;
Example Chemical Plant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
~E&amp;gt;[7][8][7][6][5][5][5]   &lt;br /&gt;
   [7][7][7][6][5][5][5]   &lt;br /&gt;
#D&amp;gt;[6][6][6][6][5][5][5]&amp;gt;X@&lt;br /&gt;
@A&amp;gt;[5][5][5][5][5][5][5]&amp;gt;Y#&lt;br /&gt;
@B&amp;gt;[5][5][5][5][5][5][5]   &lt;br /&gt;
@C&amp;gt;[5][5][5][5][5][5][5]   &lt;br /&gt;
   [5][5][5][5][5][5][5]   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example Unit storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
 # &amp;gt;4A[4][4][4]X4&amp;gt; # &lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
 # &amp;gt;4B[4][4][4]Y4&amp;gt; # &lt;br /&gt;
   [4][4][4][4][4]   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(wrapped on the left and right with whitespace? Why?)&lt;br /&gt;
&lt;br /&gt;
Example loose storage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;,&lt;br /&gt;
&amp;quot; ~ &amp;gt;6A[6][6][6]X6&amp;gt; ~ &amp;quot;,&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;,&lt;br /&gt;
&amp;quot; ~ &amp;gt;6B[6][6][6]Y6&amp;gt; ~ &amp;quot;,&lt;br /&gt;
&amp;quot;   [6][6][6][6][6]   &amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example fluid storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;,&lt;br /&gt;
&amp;quot; @ &amp;gt;5A[5][5][5]X5&amp;gt; @ &amp;quot;,&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;,&lt;br /&gt;
&amp;quot; @ &amp;gt;5B[5][5][5]Y5&amp;gt; @ &amp;quot;,&lt;br /&gt;
&amp;quot;   [5][5][5][5][5]   &amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this, we can establish that &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; is for transport belts, &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; is for loose storage belts and &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; is for pipes.&lt;br /&gt;
According to furnace, &amp;lt;code&amp;gt;&#039;&amp;lt;/code&amp;gt; is for melted materials.&lt;br /&gt;
&lt;br /&gt;
You can use the in-game console command &amp;lt;code&amp;gt;print_entity_layout &amp;lt;string&amp;gt;&amp;lt;/code&amp;gt; to print the entity layout of a structure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Notice: Some structures in the game use a &amp;quot;old&amp;quot; format of the layout, rather than the current format.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References / Samples ==&lt;br /&gt;
&lt;br /&gt;
- https://github.com/MaFi-Games/Captain-of-industry-modding - Official quick-start template&lt;br /&gt;
&lt;br /&gt;
- https://coie.keranik.com/releases - Example mod using a lot of functionality as a sort of cheat engine&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Health&amp;diff=10835</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Health&amp;diff=10835"/>
		<updated>2025-04-18T06:58:27Z</updated>

		<summary type="html">&lt;p&gt;Keranik: clarified some details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Health ==&lt;br /&gt;
&lt;br /&gt;
Population health in &#039;&#039;Captain of Industry&#039;&#039; represents the overall well-being of your colonists, influencing population growth, mortality, and {{infoicon|Unity}}. A healthy population grows slowly, while negative health leads to colonist deaths. Health is affected by factors such as base health, services, pollution, and diseases. Managing health through {{infoicon|Clinic|text=clinics}}, {{infoicon|Medical Supplies}}, and proper settlement planning is crucial for a thriving colony.&lt;br /&gt;
&lt;br /&gt;
=== Health Mechanics ===&lt;br /&gt;
&lt;br /&gt;
Population health is measured as a percentage (0% to 100%), with positive and negative values impacting growth and survival:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Population Growth&#039;&#039;&#039;: When health is positive, the population grows by &#039;&#039;&#039;0.01% per 10 health points per month&#039;&#039;&#039;. Examples:&lt;br /&gt;
** 20 health → 0.02% growth per month&lt;br /&gt;
** 50 health → 0.05% growth per month&lt;br /&gt;
* &#039;&#039;&#039;Population Loss&#039;&#039;&#039;: When health is negative (below 0%), colonists die at a rate of &#039;&#039;&#039;0.10% per -1 health point per month&#039;&#039;&#039;. Examples:&lt;br /&gt;
** -3 health → 0.30% loss per month&lt;br /&gt;
** -10 health → 1.00% loss per month&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Growth and loss are applied as a net change to the birth rate, calculated monthly. If housing capacity is full, growth is paused until space is available.&lt;br /&gt;
&lt;br /&gt;
=== Unity Bonus/Penalty ===&lt;br /&gt;
&lt;br /&gt;
Health affects {{infoicon|Unity}} production:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Positive Health&#039;&#039;&#039;: Grants a bonus of &#039;&#039;&#039;0.02 × Health + 0.2&#039;&#039;&#039; {{infoicon|Unity}} per month. Examples:&lt;br /&gt;
** 10 health → 0.4 {{infoicon|Unity}}&lt;br /&gt;
** 50 health → 1.2 {{infoicon|Unity}}&lt;br /&gt;
* &#039;&#039;&#039;Negative Health&#039;&#039;&#039;: Incurs a penalty of &#039;&#039;&#039;0.02 × Health&#039;&#039;&#039; {{infoicon|Unity}} per month. Examples:&lt;br /&gt;
** -10 health → -0.2 {{infoicon|Unity}}&lt;br /&gt;
** -20 health → -0.4 {{infoicon|Unity}}&lt;br /&gt;
&lt;br /&gt;
=== Disease Outbreaks ===&lt;br /&gt;
&lt;br /&gt;
Diseases periodically afflict your colony, reducing health and potentially causing mortality. Outbreaks occur naturally or due to specific triggers (e.g., low water supply, waste accumulation). Most diseases unlock when [[The Ship]] travels a minimum distance, measured in distance units (e.g., Cold: 0, Flu (mild): 600, Flu (deadly): 1700). Infection and Cholera are triggered by settlement conditions, not exploration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Diseases occur every &#039;&#039;&#039;3 to 6 years&#039;&#039;&#039; on average, with a minimum gap of 36 months and a maximum of 72 months between outbreaks. Early game (first 20 years or population &amp;lt; 300) has fewer outbreaks.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty Impact&#039;&#039;&#039;: On the hardest difficulty, disease mortality rates are doubled (100% increase), making mitigation critical.&lt;br /&gt;
&lt;br /&gt;
=== Positive Health Factors ===&lt;br /&gt;
&lt;br /&gt;
Several factors contribute to positive health:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Health&#039;&#039;&#039;: +10% (default, modified by difficulty or edicts)&lt;br /&gt;
* &#039;&#039;&#039;Food Variability&#039;&#039;&#039;: Diverse food types (e.g., {{infoicon|Vegetables}}, {{infoicon|Meat}}) provide a health bonus. See [[Settlement]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Water Access&#039;&#039;&#039;: Providing clean {{infoicon|Water}} via [[Settlement#List of services|water services]] boosts health. See [[Settlement]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Edicts&#039;&#039;&#039;: Certain [[Edicts]] (e.g., health-focused policies) increase health. See [[Edicts]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Medical Supplies&#039;&#039;&#039;: [[Clinic|Clinics]] with {{infoicon|Medical Supplies}} provide health bonuses and reduce mortality:&lt;br /&gt;
** Medical Supplies: +15% health, 0.6% mortality reduction&lt;br /&gt;
** Medical Supplies II: +20% health, 1.0% mortality reduction&lt;br /&gt;
** Medical Supplies III: +25% health, 1.4% mortality reduction&lt;br /&gt;
** Clinics prioritize the highest-tier supplies available, fully counteracting disease health penalties (e.g., -25% for Flu (deadly)) and mortality (e.g., 1.0% for Flu (deadly) on hardest difficulty) when using Medical Supplies III.&lt;br /&gt;
&lt;br /&gt;
=== Negative Health Factors ===&lt;br /&gt;
&lt;br /&gt;
Factors that reduce health include pollution, diseases, and other hazards:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air Pollution&#039;&#039;&#039;: Health penalty based on {{infoicon|Air Pollution}} released. See [[Air Pollution]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Water Pollution&#039;&#039;&#039;: Health penalty based on {{infoicon|Water Pollution}} dumped. See [[Water Pollution]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Landfill Pollution&#039;&#039;&#039;: Health penalty based on {{infoicon|Waste|new=yes}} exceeding settlement capacity. See [[Landfill Pollution]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Diseases&#039;&#039;&#039;: See the [[#Factor of Disease|Factor of Disease]] section for specific health penalties.&lt;br /&gt;
* &#039;&#039;&#039;Radiation&#039;&#039;&#039;: Health penalty based on radiation exposure. See [[Radiation]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Factor of Disease ===&lt;br /&gt;
&lt;br /&gt;
Diseases are a major health threat, causing health penalties and, in severe cases, mortality. [[Clinic|Clinics]] mitigate these effects by consuming {{infoicon|Medical Supplies}} to provide health bonuses and reduce mortality. During a disease, medical supply demand increases by &#039;&#039;&#039;50%&#039;&#039;&#039;, requiring robust supply chains.&lt;br /&gt;
&lt;br /&gt;
The table below lists all diseases, their base effects, causes, and exploration distances. On the hardest difficulty, mortality rates are doubled (e.g., Flu (deadly): 0.5% → 1.0%). Medical Supplies II or III are recommended to fully mitigate mortality on harder difficulties.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Disease&lt;br /&gt;
! {{infoicon|Health|text=Health Penalty}}&lt;br /&gt;
! {{infoicon|Mortality reduction|text=Base Mortality|link=Population#Losing population|new=yes}}&lt;br /&gt;
! {{infoicon|Mortality reduction|text=Hardest Difficulty|new=yes}}&lt;br /&gt;
! Duration (Months)&lt;br /&gt;
! Min Distance Traveled&lt;br /&gt;
! Demand for {{infoicon|Medical Supplies|link=Clinic#Medical supplies summary|new=yes}}&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Cause&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Cold&lt;br /&gt;
| -5% || 0% || 0% || 8 || 0 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (mild)&lt;br /&gt;
| -8% || 0% || 0% || 6 || 600 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (moderate)&lt;br /&gt;
| -12% || 0.1% || 0.2% || 6 || 900 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (severe)&lt;br /&gt;
| -15% || 0.2% || 0.4% || 7 || 1100 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (very severe)&lt;br /&gt;
| -20% || 0.3% || 0.6% || 8 || 1430 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (deadly)&lt;br /&gt;
| -25% || 0.5% || 1.0% || 8 || 1700 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Infection&lt;br /&gt;
| -15% || 0.3% || 0.6% || 5 || 0 || +50% || Settlement full of waste&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Cholera&lt;br /&gt;
| -20% || 0.4% || 0.8% || 4 || 0 || +50% || Low water supply&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mitigation Strategies ===&lt;br /&gt;
&lt;br /&gt;
To maintain positive health and minimize mortality:&lt;br /&gt;
* &#039;&#039;&#039;Build Clinics&#039;&#039;&#039;: Ensure clinics are fully stocked with {{infoicon|Medical Supplies|text=Medical Supplies III}} to maximize health (+25%) and mortality reduction (1.4%), fully counteracting severe diseases like Flu (deadly) and Cholera.&lt;br /&gt;
* &#039;&#039;&#039;Manage Pollution&#039;&#039;&#039;: Reduce {{infoicon|Air Pollution}}, {{infoicon|Water Pollution}}, {{infoicon|Waste|new=yes}}, and radiation through recycling, treatment, and efficient production. See [[Air Pollution]], [[Water Pollution]], [[Landfill Pollution]], and [[Radiation]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Ensure Services&#039;&#039;&#039;: Provide clean {{infoicon|Water}} and diverse {{infoicon|Food}} to boost health. See [[Settlement]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Monitor Exploration&#039;&#039;&#039;: Limit early exploration with [[The Ship]] to delay severe diseases (e.g., Flu (deadly) at 1700 distance) until clinics are established.&lt;br /&gt;
* &#039;&#039;&#039;Adjust Edicts&#039;&#039;&#039;: Use health-focused [[Edicts]] to offset penalties from pollution or diseases. See [[Edicts]] for details.&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Health&amp;diff=10834</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Health&amp;diff=10834"/>
		<updated>2025-04-18T06:53:12Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Overhaul with more information and accurate updated information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Health ==&lt;br /&gt;
&lt;br /&gt;
Population health in &#039;&#039;Captain of Industry&#039;&#039; represents the overall well-being of your colonists, influencing population growth, mortality, and {{infoicon|Unity}}. A healthy population grows slowly, while negative health leads to colonist deaths. Health is affected by factors such as base health, services, pollution, and diseases. Managing health through {{infoicon|Clinic|text=clinics}}, {{infoicon|Medical Supplies}}, and proper settlement planning is crucial for a thriving colony.&lt;br /&gt;
&lt;br /&gt;
=== Health Mechanics ===&lt;br /&gt;
&lt;br /&gt;
Population health is measured as a percentage (0% to 100%), with positive and negative values impacting growth and survival:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Population Growth&#039;&#039;&#039;: When health is positive, the population grows by &#039;&#039;&#039;0.01% per 10 health points per month&#039;&#039;&#039;. Examples:&lt;br /&gt;
** 20 health → 0.02% growth per month&lt;br /&gt;
** 50 health → 0.05% growth per month&lt;br /&gt;
* &#039;&#039;&#039;Population Loss&#039;&#039;&#039;: When health is negative (below 0%), colonists die at a rate of &#039;&#039;&#039;0.10% per -1 health point per month&#039;&#039;&#039;. Examples:&lt;br /&gt;
** -3 health → 0.30% loss per month&lt;br /&gt;
** -10 health → 1.00% loss per month&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Growth and loss are applied as a net change to the birth rate, calculated monthly. If housing capacity is full, growth is paused until space is available.&lt;br /&gt;
&lt;br /&gt;
=== Unity Bonus/Penalty ===&lt;br /&gt;
&lt;br /&gt;
Health affects {{infoicon|Unity}} production:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Positive Health&#039;&#039;&#039;: Grants a bonus of &#039;&#039;&#039;0.02 × Health + 0.2&#039;&#039;&#039; {{infoicon|Unity}} per month. Examples:&lt;br /&gt;
** 10 health → 0.4 {{infoicon|Unity}}&lt;br /&gt;
** 50 health → 1.2 {{infoicon|Unity}}&lt;br /&gt;
* &#039;&#039;&#039;Negative Health&#039;&#039;&#039;: Incurs a penalty of &#039;&#039;&#039;0.02 × Health&#039;&#039;&#039; {{infoicon|Unity}} per month. Examples:&lt;br /&gt;
** -10 health → -0.2 {{infoicon|Unity}}&lt;br /&gt;
** -20 health → -0.4 {{infoicon|Unity}}&lt;br /&gt;
&lt;br /&gt;
=== Disease Outbreaks ===&lt;br /&gt;
&lt;br /&gt;
Diseases periodically afflict your colony, reducing health and potentially causing mortality. Outbreaks occur naturally or due to specific triggers (e.g., low water supply, waste accumulation). The further you explore the map with [[The Ship]], the more severe diseases you may encounter, as new diseases unlock based on exploration distance (e.g., Flu (deadly) requires 1700 distance units).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Frequency&#039;&#039;&#039;: Diseases occur every &#039;&#039;&#039;3 to 6 years&#039;&#039;&#039; on average, with a minimum gap of 36 months and a maximum of 72 months between outbreaks. Early game (first 20 years or population &amp;lt; 300) has fewer outbreaks.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty Impact&#039;&#039;&#039;: On the hardest difficulty, disease mortality rates are doubled (100% increase), making mitigation critical.&lt;br /&gt;
&lt;br /&gt;
=== Positive Health Factors ===&lt;br /&gt;
&lt;br /&gt;
Several factors contribute to positive health:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Health&#039;&#039;&#039;: +10% (default, modified by difficulty or edicts)&lt;br /&gt;
* &#039;&#039;&#039;Food Variability&#039;&#039;&#039;: Diverse food types (e.g., {{infoicon|Vegetables}}, {{infoicon|Meat}}) provide a health bonus. [Estimated: +5% to +15% depending on variety; clarification needed]&lt;br /&gt;
* &#039;&#039;&#039;Water Access&#039;&#039;&#039;: Providing clean {{infoicon|Water}} via [[Settlement#List of services|water services]] boosts health. [Estimated: +5% to +10%; clarification needed]&lt;br /&gt;
* &#039;&#039;&#039;Edicts&#039;&#039;&#039;: Certain [[Edicts]] (e.g., health-focused policies) increase health. [Examples: +5% to +20% or penalties up to -10%; clarification needed]&lt;br /&gt;
* &#039;&#039;&#039;Medical Supplies&#039;&#039;&#039;: [[Clinic|Clinics]] with {{infoicon|Medical Supplies}} provide health bonuses and reduce mortality:&lt;br /&gt;
** Medical Supplies: +15% health, 0.6% mortality reduction&lt;br /&gt;
** Medical Supplies II: +20% health, 1.0% mortality reduction&lt;br /&gt;
** Medical Supplies III: +25% health, 1.4% mortality reduction&lt;br /&gt;
** Clinics prioritize the highest-tier supplies available, fully counteracting disease health penalties (e.g., -25% for Flu (deadly)) and mortality (e.g., 1.0% for Flu (deadly) on hardest difficulty) when using Medical Supplies III.&lt;br /&gt;
&lt;br /&gt;
=== Negative Health Factors ===&lt;br /&gt;
&lt;br /&gt;
Factors that reduce health include pollution, diseases, and other hazards:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Air Pollution&#039;&#039;&#039;: Health penalty based on {{infoicon|Air Pollution}} released. See [[Air Pollution]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Water Pollution&#039;&#039;&#039;: Health penalty based on {{infoicon|Water Pollution}} dumped. See [[Water Pollution]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Landfill Pollution&#039;&#039;&#039;: -1% health per 100 units of {{infoicon|Waste|new=yes}} dumped in [[Designations#Dumping|landfills]] per month. [Estimated; exact value needed]&lt;br /&gt;
* &#039;&#039;&#039;Diseases&#039;&#039;&#039;: See the [[#Factor of Disease|Factor of Disease]] section for specific health penalties.&lt;br /&gt;
* &#039;&#039;&#039;Radiation&#039;&#039;&#039;: Exposure to radiation reduces health or causes direct mortality. [Details needed: e.g., -X% health or Y% mortality per unit of exposure]&lt;br /&gt;
&lt;br /&gt;
=== Factor of Disease ===&lt;br /&gt;
&lt;br /&gt;
Diseases are a major health threat, causing health penalties and, in severe cases, mortality. [[Clinic|Clinics]] mitigate these effects by consuming {{infoicon|Medical Supplies}} to provide health bonuses and reduce mortality. During a disease, medical supply demand increases by &#039;&#039;&#039;50%&#039;&#039;&#039;, requiring robust supply chains.&lt;br /&gt;
&lt;br /&gt;
The table below lists all diseases, their base effects, and causes. On the hardest difficulty, mortality rates are doubled (e.g., Flu (deadly): 0.5% → 1.0%). Medical Supplies II or III are recommended to fully mitigate mortality on harder difficulties.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Disease&lt;br /&gt;
! {{infoicon|Health|text=Health Penalty}}&lt;br /&gt;
! {{infoicon|Mortality reduction|text=Base Mortality|link=Population#Losing population|new=yes}}&lt;br /&gt;
! {{infoicon|Mortality reduction|text=Hardest Difficulty|new=yes}}&lt;br /&gt;
! Duration (Months)&lt;br /&gt;
! Demand for {{infoicon|Medical Supplies|link=Clinic#Medical supplies summary|new=yes}}&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Cause&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Cold&lt;br /&gt;
| -5% || 0% || 0% || 8 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (mild)&lt;br /&gt;
| -8% || 0% || 0% || 6 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (moderate)&lt;br /&gt;
| -12% || 0.1% || 0.2% || 6 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (severe)&lt;br /&gt;
| -15% || 0.2% || 0.4% || 7 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (very severe)&lt;br /&gt;
| -20% || 0.3% || 0.6% || 8 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Flu (deadly)&lt;br /&gt;
| -25% || 0.5% || 1.0% || 8 || +50% || Naturally occurring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Infection&lt;br /&gt;
| -15% || 0.3% || 0.6% || 5 || +50% || Settlement full of waste&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Cholera&lt;br /&gt;
| -20% || 0.4% || 0.8% || 4 || +50% || Low water supply&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mitigation Strategies ===&lt;br /&gt;
&lt;br /&gt;
To maintain positive health and minimize mortality:&lt;br /&gt;
* &#039;&#039;&#039;Build Clinics&#039;&#039;&#039;: Ensure clinics are fully stocked with {{infoicon|Medical Supplies|text=Medical Supplies III}} to maximize health (+25%) and mortality reduction (1.4%), fully counteracting severe diseases like Flu (deadly) and Cholera.&lt;br /&gt;
* &#039;&#039;&#039;Manage Pollution&#039;&#039;&#039;: Reduce {{infoicon|Air Pollution}}, {{infoicon|Water Pollution}}, and {{infoicon|Waste|new=yes}} through recycling, treatment, and efficient production. See [[Air Pollution]] and [[Water Pollution]] for details.&lt;br /&gt;
* &#039;&#039;&#039;Ensure Services&#039;&#039;&#039;: Provide clean {{infoicon|Water}} and diverse {{infoicon|Food}} to boost health.&lt;br /&gt;
* &#039;&#039;&#039;Monitor Exploration&#039;&#039;&#039;: Limit early exploration with [[The Ship]] to delay severe diseases until clinics are established.&lt;br /&gt;
* &#039;&#039;&#039;Adjust Edicts&#039;&#039;&#039;: Use health-focused [[Edicts]] to offset penalties from pollution or diseases.&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Recyclables&amp;diff=10832</id>
		<title>Recyclables</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Recyclables&amp;diff=10832"/>
		<updated>2025-04-04T07:33:59Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Added some information about recyclables efficiency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 90%, 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 25% and can be increased to 90% via [[Edicts]] and [[Research]].&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%)&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;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Air_Pollution&amp;diff=10828</id>
		<title>Air Pollution</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Air_Pollution&amp;diff=10828"/>
		<updated>2025-03-30T10:46:40Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Air Pollution&lt;br /&gt;
| Type1         = Pollution&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Air Pollution&#039;&#039;&#039; is a virtual pollutant in the game that reduces population {{infoicon|Health}}. It’s produced by industrial buildings like the [[Smoke Stack]], [[Smoke Stack (Large)]], [[Flare]], [[Burner (Solid)]], and [[Exhaust Scrubber]], as well as diesel-powered vehicles.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* &#039;&#039;&#039;Industrial Buildings&#039;&#039;&#039;:&lt;br /&gt;
** [[Smoke Stack]] and [[Smoke Stack (Large)]]: Release exhaust directly as air pollution.&lt;br /&gt;
** [[Flare]]: Burns off excess gases, producing air pollution.&lt;br /&gt;
** [[Burner (Solid)]]: Generates 0.5 units of air pollution per unit of {{infoicon|Waste}} burned.&lt;br /&gt;
** [[Exhaust Scrubber]]: Converts 180 units of {{infoicon|Exhaust}} into 24 units of air pollution (0.133 units per exhaust).&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039;: Diesel-powered vehicles (e.g., trucks) emit 1 unit of air pollution per unit of diesel fuel consumed. Hydrogen-powered vehicles produce none.&lt;br /&gt;
&lt;br /&gt;
== Health Effects ==&lt;br /&gt;
* &#039;&#039;&#039;Penalty per Unit&#039;&#039;&#039;: Each unit of air pollution reduces {{infoicon|Health}} by 0.044 points.&lt;br /&gt;
* &#039;&#039;&#039;Averaging Period&#039;&#039;&#039;: The penalty is based on the average pollution over the last 4 months.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Penalty&#039;&#039;&#039;: Capped at -40 Health.&lt;br /&gt;
* &#039;&#039;&#039;Examples&#039;&#039;&#039;:&lt;br /&gt;
** 23 units per month ≈ -1 Health (23 × 0.044 ≈ 1.01).&lt;br /&gt;
** 100 units per month = -4.4 Health (100 × 0.044).&lt;br /&gt;
** 910 units per month = -40 Health (maximum penalty).&lt;br /&gt;
&lt;br /&gt;
== Comparison ==&lt;br /&gt;
Air pollution is less harmful per unit than water pollution (-0.044 Health vs. -0.11 Health), making it about 2.5 times weaker in its impact.&lt;br /&gt;
&lt;br /&gt;
== Management Tips ==&lt;br /&gt;
* Switch to hydrogen-powered vehicles to eliminate vehicle-related air pollution.&lt;br /&gt;
* Upgrade to the [[Incineration Plant]] from the [[Burner (Solid)]] for more efficient waste disposal with less pollution.&lt;br /&gt;
* Minimize {{infoicon|Exhaust}} output where possible, though some air pollution from [[Exhaust Scrubber]]s is unavoidable in sustainable setups.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Air_Pollution&amp;diff=10827</id>
		<title>Air Pollution</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Air_Pollution&amp;diff=10827"/>
		<updated>2025-03-30T10:45:44Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Added much more in depth information on Air pollution and its penalties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Air Pollution&lt;br /&gt;
| Type1         = Pollution&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Air Pollution&#039;&#039;&#039; is a virtual pollutant in the game that reduces population {{infoicon|Health}}. It’s produced by industrial buildings like the [[Smoke Stack]], [[Smoke Stack (Large)]], [[Flare]], [[Burner (Solid)]], and [[Exhaust Scrubber]], as well as diesel-powered vehicles.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* &#039;&#039;&#039;Industrial Buildings&#039;&#039;&#039;:&lt;br /&gt;
** [[Smoke Stack]] and [[Smoke Stack (Large)]]: Release exhaust directly as air pollution.&lt;br /&gt;
** [[Flare]]: Burns off excess gases, producing air pollution.&lt;br /&gt;
** [[Burner (Solid)]]: Generates 0.5 units of air pollution per unit of {{infoicon|Waste}} burned.&lt;br /&gt;
** [[Exhaust Scrubber]]: Converts 180 units of {{infoicon|Exhaust}} into 24 units of air pollution (0.133 units per exhaust).&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039;: Diesel-powered vehicles (e.g., trucks) emit 1 unit of air pollution per unit of diesel fuel consumed. Hydrogen-powered vehicles produce none.&lt;br /&gt;
&lt;br /&gt;
== Health Effects ==&lt;br /&gt;
* &#039;&#039;&#039;Penalty per Unit&#039;&#039;&#039;: Each unit of air pollution reduces {{infoicon|Health}} by 0.044 points.&lt;br /&gt;
* &#039;&#039;&#039;Averaging Period&#039;&#039;&#039;: The penalty is based on the average pollution over the last 4 months.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Penalty&#039;&#039;&#039;: Capped at -40 Health.&lt;br /&gt;
* &#039;&#039;&#039;Examples&#039;&#039;&#039;:&lt;br /&gt;
** 23 units per month ≈ -1 Health (23 × 0.044 ≈ 1.01).&lt;br /&gt;
** 100 units per month = -4.4 Health (100 × 0.044).&lt;br /&gt;
** 910 units per month = -40 Health (maximum penalty).&lt;br /&gt;
&lt;br /&gt;
== Comparison ==&lt;br /&gt;
Air pollution is less harmful per unit than water pollution (-0.044 Health vs. -0.11 Health), making it about 2.5 times weaker in its impact.&lt;br /&gt;
&lt;br /&gt;
== Management Tips ==&lt;br /&gt;
* Switch to hydrogen-powered vehicles to eliminate vehicle-related air pollution.&lt;br /&gt;
* Upgrade to the [[Incineration Plant]] from the [[Burner (Solid)]] for more efficient waste disposal with less pollution.&lt;br /&gt;
* Minimize {{infoicon|Exhaust}} output where possible, though some air pollution from [[Exhaust Scrubber]]s is unavoidable in sustainable setups.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Radiation&amp;diff=10826</id>
		<title>Radiation</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Radiation&amp;diff=10826"/>
		<updated>2025-03-30T10:43:12Z</updated>

		<summary type="html">&lt;p&gt;Keranik: removed stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Radiation&lt;br /&gt;
| Type1         = Pollution&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Radiation&#039;&#039;&#039; is a virtual pollutant in the game that slows {{infoicon|Population|Population Growth}} by reducing the birth rate. It’s produced by overheated [[Nuclear Reactor]]s ([[Nuclear Meltdown]]) and unsafely stored radioactive materials like [[Spent Fuel]].&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* &#039;&#039;&#039;Reactor Leaks&#039;&#039;&#039;: Occur during a [[Nuclear Meltdown]], caused by maxed-out heat from excess {{infoicon|Steam (High)}} or {{infoicon|Steam (Super)}} and insufficient cooling water.&lt;br /&gt;
* &#039;&#039;&#039;Radioactive Materials&#039;&#039;&#039;: Generated when materials like [[Spent Fuel]], [[Spent MOX]], [[Plutonium]], and [[Fission Product]] are stored outside a [[Radioactive Waste Storage]], including during transport or at the [[Shipyard]].&lt;br /&gt;
&lt;br /&gt;
== Effects on Population Growth ==&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Reduces the birth rate, not {{infoicon|Health}} directly, slowing population growth.&lt;br /&gt;
* &#039;&#039;&#039;Averaging Period&#039;&#039;&#039;: Radioactive material effects are averaged over 4 months.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Penalty&#039;&#039;&#039;: Total birth rate reduction can reach up to around -4 to -5 Growth under severe conditions.&lt;br /&gt;
&lt;br /&gt;
=== Reactor Leaks ===&lt;br /&gt;
* &#039;&#039;&#039;Penalty&#039;&#039;&#039;: Each leak reduces birth rate by roughly 0.13 Growth per month (based on frequency), with effects lingering over time.&lt;br /&gt;
* &#039;&#039;&#039;Example&#039;&#039;&#039;: 1 leak per month ≈ -0.13 Growth; 10 leaks per month ≈ -1.3 Growth or more.&lt;br /&gt;
&lt;br /&gt;
=== Radioactive Materials ===&lt;br /&gt;
* &#039;&#039;&#039;Penalty&#039;&#039;&#039;: Starts at 480 units of radiation (no effect below this), with every 800 units above adding 1 Growth penalty, capped at -2.5 Growth.&lt;br /&gt;
* &#039;&#039;&#039;Radiation Levels&#039;&#039;&#039;: Sum of exposed materials’ levels contributes to the total.&lt;br /&gt;
* &#039;&#039;&#039;Examples&#039;&#039;&#039;:&lt;br /&gt;
** 1000 units per month = -0.65 Growth ((1000 - 480) ÷ 800).&lt;br /&gt;
** 4000 units per month = -2.5 Growth (maximum material penalty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Radiation Level&lt;br /&gt;
|-&lt;br /&gt;
|[[Spent Fuel]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spent MOX]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plutonium]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Fission Product]]&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Management Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Prevent Meltdowns&#039;&#039;&#039;: Ensure {{infoicon|Nuclear Reactor}}s have adequate cooling water and manage {{infoicon|Steam (High)}} or {{infoicon|Steam (Super)}} overflow.&lt;br /&gt;
* &#039;&#039;&#039;Safe Storage&#039;&#039;&#039;: Use [[Radioactive Waste Storage]] to contain radioactive materials, or reprocess them in a [[Nuclear Fuel Reprocessing]] facility.&lt;br /&gt;
* &#039;&#039;&#039;Minimize Exposure&#039;&#039;&#039;:&lt;br /&gt;
** Build reactors, reprocessing plants, and storage close together to shorten transport routes.&lt;br /&gt;
** Use [[Flat Conveyor|Tier I belts]] for quick movement and avoid long belts.&lt;br /&gt;
** Assign a single [[Pickup|small truck]] for transport to limit exposure time.&lt;br /&gt;
* &#039;&#039;&#039;Handle Moves Carefully&#039;&#039;&#039;: When relocating stored waste, move it gradually to avoid a sudden radiation spike from multiple trucks.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Water_Pollution&amp;diff=10825</id>
		<title>Water Pollution</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Water_Pollution&amp;diff=10825"/>
		<updated>2025-03-30T10:42:46Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Water Pollution&lt;br /&gt;
| Type1         = Crafted material&lt;br /&gt;
| Type2         = Pollution&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Water Pollution&#039;&#039;&#039; is a virtual pollutant in the game that significantly reduces population {{infoicon|Health}}. It’s primarily generated by industrial waste disposal, such as through the [[Liquid Dump]], but can also stem from untreated byproducts like {{infoicon|Waste Water}}, {{infoicon|Toxic Slurry}}, {{infoicon|Sour Water}}, {{infoicon|Acid}}, and excess fertilizer.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* &#039;&#039;&#039;Industrial Waste&#039;&#039;&#039;:&lt;br /&gt;
** [[Liquid Dump]]: Releases liquid waste directly as water pollution.&lt;br /&gt;
** Untreated Byproducts: Includes {{infoicon|Waste Water}}, {{infoicon|Toxic Slurry}}, {{infoicon|Sour Water}}, {{infoicon|Acid}}, and fertilizer if not managed properly.&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Specific production rates depend on factory outputs, but all can be mitigated with proper treatment.&lt;br /&gt;
&lt;br /&gt;
== Health Effects ==&lt;br /&gt;
* &#039;&#039;&#039;Penalty per Unit&#039;&#039;&#039;: Each unit of water pollution reduces {{infoicon|Health}} by 0.11 points.&lt;br /&gt;
* &#039;&#039;&#039;Averaging Period&#039;&#039;&#039;: The penalty is based on the average pollution over the last 4 months.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Penalty&#039;&#039;&#039;: Capped at -40 Health.&lt;br /&gt;
* &#039;&#039;&#039;Examples&#039;&#039;&#039;:&lt;br /&gt;
** 10 units per month ≈ -1.1 Health (10 × 0.11).&lt;br /&gt;
** 100 units per month = -11 Health (100 × 0.11).&lt;br /&gt;
** 364 units per month = -40 Health (maximum penalty).&lt;br /&gt;
&lt;br /&gt;
== Comparison ==&lt;br /&gt;
Water pollution is the most harmful pollutant per unit, dealing -0.11 Health compared to -0.044 Health for air pollution or vehicle pollution—about 2.5 times stronger.&lt;br /&gt;
&lt;br /&gt;
== Management Tips ==&lt;br /&gt;
* Use the [[Wastewater Treatment]] plant to neutralize {{infoicon|Waste Water}} and {{infoicon|Toxic Slurry}}.&lt;br /&gt;
* Treat {{infoicon|Sour Water}} with a [[Sour Water Stripper]] to prevent pollution.&lt;br /&gt;
* Balance production of {{infoicon|Acid}} and fertilizer to avoid excess dumping.&lt;br /&gt;
* By mid-game, proper waste management can eliminate water pollution entirely, making it a key priority for health recovery.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Radiation&amp;diff=10824</id>
		<title>Radiation</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Radiation&amp;diff=10824"/>
		<updated>2025-03-30T09:40:43Z</updated>

		<summary type="html">&lt;p&gt;Keranik: information on how it affects birth rate and other information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Radiation&lt;br /&gt;
| Type1         = Pollution&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Radiation&#039;&#039;&#039; is a virtual pollutant in the game that slows {{infoicon|Population|Population Growth}} by reducing the birth rate. It’s produced by overheated [[Nuclear Reactor]]s ([[Nuclear Meltdown]]) and unsafely stored radioactive materials like [[Spent Fuel]].&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* &#039;&#039;&#039;Reactor Leaks&#039;&#039;&#039;: Occur during a [[Nuclear Meltdown]], caused by maxed-out heat from excess {{infoicon|Steam (High)}} or {{infoicon|Steam (Super)}} and insufficient cooling water.&lt;br /&gt;
* &#039;&#039;&#039;Radioactive Materials&#039;&#039;&#039;: Generated when materials like [[Spent Fuel]], [[Spent MOX]], [[Plutonium]], and [[Fission Product]] are stored outside a [[Radioactive Waste Storage]], including during transport or at the [[Shipyard]].&lt;br /&gt;
&lt;br /&gt;
== Effects on Population Growth ==&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Reduces the birth rate, not {{infoicon|Health}} directly, slowing population growth.&lt;br /&gt;
* &#039;&#039;&#039;Averaging Period&#039;&#039;&#039;: Radioactive material effects are averaged over 4 months.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Penalty&#039;&#039;&#039;: Total birth rate reduction can reach up to around -4 to -5 Growth under severe conditions.&lt;br /&gt;
&lt;br /&gt;
=== Reactor Leaks ===&lt;br /&gt;
* &#039;&#039;&#039;Penalty&#039;&#039;&#039;: Each leak reduces birth rate by roughly 0.13 Growth per month (based on frequency), with effects lingering over time.&lt;br /&gt;
* &#039;&#039;&#039;Example&#039;&#039;&#039;: 1 leak per month ≈ -0.13 Growth; 10 leaks per month ≈ -1.3 Growth or more.&lt;br /&gt;
&lt;br /&gt;
=== Radioactive Materials ===&lt;br /&gt;
* &#039;&#039;&#039;Penalty&#039;&#039;&#039;: Starts at 480 units of radiation (no effect below this), with every 800 units above adding 1 Growth penalty, capped at -2.5 Growth.&lt;br /&gt;
* &#039;&#039;&#039;Radiation Levels&#039;&#039;&#039;: Sum of exposed materials’ levels contributes to the total.&lt;br /&gt;
* &#039;&#039;&#039;Examples&#039;&#039;&#039;:&lt;br /&gt;
** 1000 units per month = -0.65 Growth ((1000 - 480) ÷ 800).&lt;br /&gt;
** 4000 units per month = -2.5 Growth (maximum material penalty).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Radiation Level&lt;br /&gt;
|-&lt;br /&gt;
|[[Spent Fuel]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spent MOX]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plutonium]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Fission Product]]&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Management Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Prevent Meltdowns&#039;&#039;&#039;: Ensure {{infoicon|Nuclear Reactor}}s have adequate cooling water and manage {{infoicon|Steam (High)}} or {{infoicon|Steam (Super)}} overflow.&lt;br /&gt;
* &#039;&#039;&#039;Safe Storage&#039;&#039;&#039;: Use [[Radioactive Waste Storage]] to contain radioactive materials, or reprocess them in a [[Nuclear Fuel Reprocessing]] facility.&lt;br /&gt;
* &#039;&#039;&#039;Minimize Exposure&#039;&#039;&#039;:&lt;br /&gt;
** Build reactors, reprocessing plants, and storage close together to shorten transport routes.&lt;br /&gt;
** Use [[Flat Conveyor|Tier I belts]] for quick movement and avoid long belts.&lt;br /&gt;
** Assign a single [[Pickup|small truck]] for transport to limit exposure time.&lt;br /&gt;
* &#039;&#039;&#039;Handle Moves Carefully&#039;&#039;&#039;: When relocating stored waste, move it gradually to avoid a sudden radiation spike from multiple trucks.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Settlement&amp;diff=10823</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Settlement&amp;diff=10823"/>
		<updated>2025-03-30T09:39:25Z</updated>

		<summary type="html">&lt;p&gt;Keranik: some food calculation updates&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 0.5.2)&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]]&amp;quot; and &amp;quot;[[#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]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}}&lt;br /&gt;
| 65.5 || rowspan = 2 | 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;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste Water}}&lt;br /&gt;
| 54.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}}&lt;br /&gt;
| 1.44 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; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Health|icononly=yes}}Hospitals ({{infoicon|Medical Supplies III|new=yes|icononly=yes}}{{infoicon|Medical Supplies II|new=yes|icononly=yes}}{{infoicon|Medical Supplies|new=yes}})&lt;br /&gt;
| 5.5|| 0.60-1.20|| 15-25&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|Household Goods}}&lt;br /&gt;
| 10.7 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 7.8 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 3.9 || 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; |&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;
&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 !! Increased Demand !! Additional Unity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing II]]&lt;br /&gt;
| {{infoicon|Electricity}} +10%&amp;lt;br/&amp;gt;{{infoicon|Water}} and {{infoicon|Waste Water}} +5%&lt;br /&gt;
| +50% if {{infoicon|Electricity}} and {{infoicon|Water}} are provided, and {{infoicon|Waste Water}} is removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| {{infoicon|Electricity}} +20%&amp;lt;br/&amp;gt;{{infoicon|Water}} and {{infoicon|Waste Water}} +10%&lt;br /&gt;
| +100% if {{infoicon|Electricity}}, {{infoicon|Water}}, and {{infoicon|Household Goods|new=yes}} are provided and {{infoicon|Waste Water}} is removed. This bonus replaces the previous one&lt;br /&gt;
|}&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 the following value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Demand for Food (Version 0.6.4)&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}} || 4.7&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || 2.2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || 2.0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || 3.7&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || 4.7&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || 5.8&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || 2.8&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 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 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 III|new=yes|icononly=yes}}{{infoicon|Medical Supplies II|new=yes|icononly=yes}}{{infoicon|Medical Supplies|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;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Weather&amp;diff=10822</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Weather&amp;diff=10822"/>
		<updated>2025-03-30T02:35:32Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Added detailed weather information and updated numbers for version 0.6.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weather =&lt;br /&gt;
&lt;br /&gt;
The game features a dynamic weather system that affects gameplay elements like water regeneration, crop growth, and solar power production. Weather changes every &#039;&#039;&#039;15 days&#039;&#039;&#039; (a fortnight), with the year divided into &#039;&#039;&#039;24 fortnights&#039;&#039;&#039; (360 days total).&lt;br /&gt;
&lt;br /&gt;
== Weather Types ==&lt;br /&gt;
* &#039;&#039;&#039;Sunny&#039;&#039;&#039;:&lt;br /&gt;
  ** Sun Intensity: 100%&lt;br /&gt;
  ** Rain Intensity: 0%&lt;br /&gt;
  ** Description: Clear skies with maximum sunlight, ideal for crop growth and solar power but provides no rainfall.&lt;br /&gt;
* &#039;&#039;&#039;Cloudy&#039;&#039;&#039;:&lt;br /&gt;
  ** Sun Intensity: 80%&lt;br /&gt;
  ** Rain Intensity: 0%&lt;br /&gt;
  ** Description: Overcast skies with reduced sunlight, often a transition between Sunny and rainy weather.&lt;br /&gt;
* &#039;&#039;&#039;Rainy&#039;&#039;&#039;:&lt;br /&gt;
  ** Sun Intensity: 50%&lt;br /&gt;
  ** Rain Intensity: 50%&lt;br /&gt;
  ** Description: Moderate rain, contributing to water regeneration for groundwater, farms, and rainwater harvesters.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Rain&#039;&#039;&#039;:&lt;br /&gt;
  ** Sun Intensity: 20%&lt;br /&gt;
  ** Rain Intensity: 100%&lt;br /&gt;
  ** Description: Intense rain with minimal sunlight, significantly boosting water regeneration but potentially challenging for crops.&lt;br /&gt;
&lt;br /&gt;
== How Weather Changes ==&lt;br /&gt;
* Weather is generated yearly by the game&#039;s weather provider, creating a schedule of 24 fortnights.&lt;br /&gt;
* Each new day, the current weather is determined by the fortnight index: &amp;lt;code&amp;gt;(dayOfYear - 1) / 15&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The next weather is set to the following fortnight, with a &#039;&#039;&#039;3-day transition&#039;&#039;&#039; period for smooth visual changes.&lt;br /&gt;
* On January 1st, the next year’s weather is generated, influenced by the previous year’s final weather to avoid abrupt transitions (e.g., a rainy end to the year increases the chance of rain at the start of the next year).&lt;br /&gt;
* The system avoids three consecutive rainy fortnights to prevent excessive rainfall periods.&lt;br /&gt;
&lt;br /&gt;
== Weather Chances ==&lt;br /&gt;
Weather probabilities depend on the game&#039;s difficulty setting and the year, as the total annual rainfall intensity (RainPerYear) decreases over time. The following are approximate probabilities for &#039;&#039;&#039;Normal&#039;&#039;&#039; difficulty:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Years 1–9 (RainPerYear = 400%)&#039;&#039;&#039;:&lt;br /&gt;
  ** Sunny: ~21.9%&lt;br /&gt;
  ** Cloudy: ~46.9%&lt;br /&gt;
  ** Rainy: ~29.2%&lt;br /&gt;
  ** Heavy Rain: ~2.1%&lt;br /&gt;
  ** Expected Rainy Days: Approximately 112 days (7 Rainy fortnights + 0.5 Heavy Rain fortnights × 15 days).&lt;br /&gt;
* &#039;&#039;&#039;Years 10+ (RainPerYear = 300%)&#039;&#039;&#039;:&lt;br /&gt;
  ** Sunny: ~45.8%&lt;br /&gt;
  ** Cloudy: ~32.5%&lt;br /&gt;
  ** Rainy: ~18.3%&lt;br /&gt;
  ** Heavy Rain: ~3.3%&lt;br /&gt;
  ** Expected Rainy Days: Approximately 78 days (4.4 Rainy fortnights + 0.8 Heavy Rain fortnights × 15 days).&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;Easy&#039;&#039;&#039; difficulty, rainfall is more frequent (RainPerYear starts at 450%), while on &#039;&#039;&#039;Hard&#039;&#039;&#039; difficulty, it’s less frequent (RainPerYear starts at 350% and drops to 250%). The previous year’s final weather slightly influences the first fortnight of the new year, but this effect is minor.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Effects ==&lt;br /&gt;
* &#039;&#039;&#039;Water Regeneration&#039;&#039;&#039;: Rainy (50% intensity) and Heavy Rain (100% intensity) increase water availability for [[Groundwater Well]]s, [[Farm]]s, and [[Rainwater Harvester]]s. See the [[Water]] page for details.&lt;br /&gt;
* &#039;&#039;&#039;Crop Growth&#039;&#039;&#039;: SunIntensity affects growth rates, with Sunny and Cloudy providing more sunlight for crops.&lt;br /&gt;
* &#039;&#039;&#039;Solar Power&#039;&#039;&#039;: Weather impacts the output of solar panels, as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Climate Variations ==&lt;br /&gt;
The weather system introduces long-term climate changes based on difficulty:&lt;br /&gt;
* &#039;&#039;&#039;Easy&#039;&#039;&#039;: Wetter early game (450% RainPerYear), drying to 350% after Year 15.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039;: Balanced rainfall (400% RainPerYear), drying to 300% after Year 10.&lt;br /&gt;
* &#039;&#039;&#039;Hard&#039;&#039;&#039;: Drier conditions (350% RainPerYear), further drying to 300% (Year 10) and 250% (Year 20).&lt;br /&gt;
These changes simulate a drying climate, making water management more challenging over time, especially on Hard difficulty.&lt;br /&gt;
&lt;br /&gt;
== Solar Panels ==&lt;br /&gt;
The output of the [[Solar Panel]] depends on weather conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weather&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Production&lt;br /&gt;
|-&lt;br /&gt;
! [[Solar Panel]]&lt;br /&gt;
! [[Solar Panel (Mono)]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Sunny&lt;br /&gt;
| {{infoicon|Electricity|link=no|text=+128 KW}} || {{infoicon|Electricity|link=no|text=+160 KW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Cloudy&lt;br /&gt;
| {{infoicon|Electricity|link=no|text=+102 KW}} || {{infoicon|Electricity|link=no|text=+128 KW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Rainy&lt;br /&gt;
| {{infoicon|Electricity|link=no|text=+64 KW}}  || {{infoicon|Electricity|link=no|text=+80 KW}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Heavy Rain&lt;br /&gt;
| {{infoicon|Electricity|link=no|text=+26 KW}}  || {{infoicon|Electricity|link=no|text=+32 KW}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Average*&lt;br /&gt;
| {{infoicon|Electricity|link=no|text=+104 KW}}  || {{infoicon|Electricity|link=no|text=+131 KW}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Average for Normal difficulty, Years 10+ (RainPerYear = 300%). Averages are lower in earlier years (e.g., 95 KW / 119 KW in Years 1–9) due to more rainy weather reducing solar output.&lt;br /&gt;
&lt;br /&gt;
== Water Replenishment ==&lt;br /&gt;
Rainy and Heavy Rain weather types contribute to water regeneration for [[Groundwater Well]]s, [[Farm]]s, and [[Rainwater Harvester]]s. For detailed rates and averages, see the [[Water]] page.&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Water&amp;diff=10821</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Water&amp;diff=10821"/>
		<updated>2025-03-30T02:23:47Z</updated>

		<summary type="html">&lt;p&gt;Keranik: added a link to the Weather page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Water&lt;br /&gt;
| Type1         = Natural resource&lt;br /&gt;
| Type2         = Crafted material&lt;br /&gt;
| State         = Fluid&lt;br /&gt;
| CreatedIn     = [[Groundwater Well]]&amp;lt;br/&amp;gt;[[Rainwater Harvester]]&amp;lt;br/&amp;gt;[[Thermal Desalinator]]&lt;br /&gt;
| StoredInCargoModule = yes&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039;, specifically fresh water, is a vital natural resource in the game, extracted by pumping groundwater with a [[Groundwater Pump]] or collecting rainfall via a [[Rainwater Harvester]] in the early game. It’s essential early on for producing {{infoicon|Concrete Slab|plural=s}} in the [[Concrete Mixer]] and refining {{infoicon|Impure Copper}} in a [[Copper Electrolysis]]. From the mid-game onward, water becomes available through [[Groundwater Well]]s on the [[World Map]] and via [[Thermal Desalinator]]s, fueling petrochemical production chains and steam power generation.&lt;br /&gt;
&lt;br /&gt;
Excess water can be [[dump]]ed into the ocean using a [[Liquid Dump]], but this is rarely advisable due to its widespread use and the finite nature of groundwater reserves, which can deplete without rainfall.&lt;br /&gt;
&lt;br /&gt;
== Groundwater and Rainfall ==&lt;br /&gt;
Groundwater reserves are finite but regenerate slowly through rainfall. The replenishment rate depends on the reservoir’s capacity and the intensity of the rain. For example:&lt;br /&gt;
* A 15,000-unit reservoir regenerates &#039;&#039;&#039;14 units per day&#039;&#039;&#039; during normal rain (50% intensity) and &#039;&#039;&#039;28 units per day&#039;&#039;&#039; during heavy rain (100% intensity).&lt;br /&gt;
* A 12,000-unit reservoir regenerates &#039;&#039;&#039;11 units per day&#039;&#039;&#039; in normal rain and &#039;&#039;&#039;22 units per day&#039;&#039;&#039; in heavy rain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The replenishment formula for groundwater is:&lt;br /&gt;
: &#039;&#039;&#039;Daily Regeneration = (Reservoir Capacity × 0.00185) × Rain Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* 0.00185 is the base replenishment rate (0.185% of capacity per day).&lt;br /&gt;
* Rain Intensity is 0.5 for normal rain and 1.0 for heavy rain (values are rounded to whole units).&lt;br /&gt;
&lt;br /&gt;
For a 15,000-unit reservoir:&lt;br /&gt;
* Normal rain: &amp;lt;code&amp;gt;15,000 × 0.00185 × 0.5 = 13.875&amp;lt;/code&amp;gt; (rounds to 14 units).&lt;br /&gt;
* Heavy rain: &amp;lt;code&amp;gt;15,000 × 0.00185 × 1.0 = 27.75&amp;lt;/code&amp;gt; (rounds to 28 units).&lt;br /&gt;
&lt;br /&gt;
A [[Rainwater Harvester]] collects water directly from rainfall, producing &#039;&#039;&#039;0.5 units per day&#039;&#039;&#039; during normal rain and &#039;&#039;&#039;1.0 unit per day&#039;&#039;&#039; during heavy rain. &lt;br /&gt;
&lt;br /&gt;
A [[Farm]] collects water into its soil buffer, regenerating &#039;&#039;&#039;2.5 units per day&#039;&#039;&#039; during normal rain and &#039;&#039;&#039;5.0 units per day&#039;&#039;&#039; during heavy rain.&lt;br /&gt;
&lt;br /&gt;
The replenishment formula for rainwater harvesters and farms is:&lt;br /&gt;
: &#039;&#039;&#039;Daily Regeneration = Base Rate × Rain Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* Base Rate is 1.0 for a Rainwater Harvester and 5.0 for a Farm (assuming no yield multipliers).&lt;br /&gt;
* Rain Intensity is 0.5 for normal rain and 1.0 for heavy rain.&lt;br /&gt;
* Note: These rates assume the global rain yield multiplier is 100%. If modified (e.g., via research), the rates will scale accordingly.&lt;br /&gt;
&lt;br /&gt;
Over a year, assuming 40 rainy days:&lt;br /&gt;
* A 15,000-unit reservoir regenerates &#039;&#039;&#039;560 units&#039;&#039;&#039; in normal rain (14 × 40) or &#039;&#039;&#039;1,120 units&#039;&#039;&#039; in heavy rain (28 × 40).&lt;br /&gt;
* A Rainwater Harvester yields &#039;&#039;&#039;20 units&#039;&#039;&#039; in normal rain (0.5 × 40) or &#039;&#039;&#039;40 units&#039;&#039;&#039; in heavy rain (1.0 × 40).&lt;br /&gt;
* A Farm collects &#039;&#039;&#039;100 units&#039;&#039;&#039; in normal rain (2.5 × 40) or &#039;&#039;&#039;200 units&#039;&#039;&#039; in heavy rain (5.0 × 40).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The number of rainy days depends on the weather, which varies by difficulty and year. See the [[Weather]] page for details on weather patterns and their impact on water availability.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Notes ===&lt;br /&gt;
Groundwater depletion is a real risk without consistent rainfall. Players should monitor reserves and consider supplementing with [[Thermal Desalinator]]s in dry climates. Rainwater harvesters and farms can help in rainy regions, but their output is limited compared to wells, making them less viable for large-scale water needs in the mid-to-late game.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{{recipe fetch|dir=out}}&lt;br /&gt;
{{recipe fetch|dir=in}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Materials}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Water&amp;diff=10820</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Water&amp;diff=10820"/>
		<updated>2025-03-30T02:14:22Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Added formula and cleaned up some formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Water&lt;br /&gt;
| Type1         = Natural resource&lt;br /&gt;
| Type2         = Crafted material&lt;br /&gt;
| State         = Fluid&lt;br /&gt;
| CreatedIn     = [[Groundwater Well]]&amp;lt;br/&amp;gt;[[Rainwater Harvester]]&amp;lt;br/&amp;gt;[[Thermal Desalinator]]&lt;br /&gt;
| StoredInCargoModule = yes&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039;, specifically fresh water, is a vital natural resource in the game, extracted by pumping groundwater with a [[Groundwater Pump]] or collecting rainfall via a [[Rainwater Harvester]] in the early game. It’s essential early on for producing {{infoicon|Concrete Slab|plural=s}} in the [[Concrete Mixer]] and refining {{infoicon|Impure Copper}} in a [[Copper Electrolysis]]. From the mid-game onward, water becomes available through [[Groundwater Well]]s on the [[World Map]] and via [[Thermal Desalinator]]s, fueling petrochemical production chains and steam power generation.&lt;br /&gt;
&lt;br /&gt;
Excess water can be [[dump]]ed into the ocean using a [[Liquid Dump]], but this is rarely advisable due to its widespread use and the finite nature of groundwater reserves, which can deplete without rainfall.&lt;br /&gt;
&lt;br /&gt;
== Groundwater and Rainfall ==&lt;br /&gt;
Groundwater reserves are finite but regenerate slowly through rainfall. The replenishment rate depends on the reservoir’s capacity and the intensity of the rain. For example:&lt;br /&gt;
* A 15,000-unit reservoir regenerates &#039;&#039;&#039;14 units per day&#039;&#039;&#039; during normal rain (50% intensity) and &#039;&#039;&#039;28 units per day&#039;&#039;&#039; during heavy rain (100% intensity).&lt;br /&gt;
* A 12,000-unit reservoir regenerates &#039;&#039;&#039;11 units per day&#039;&#039;&#039; in normal rain and &#039;&#039;&#039;22 units per day&#039;&#039;&#039; in heavy rain.&lt;br /&gt;
&lt;br /&gt;
The replenishment formula for groundwater is:&lt;br /&gt;
: &#039;&#039;&#039;Daily Regeneration = (Reservoir Capacity × 0.00185) × Rain Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* 0.00185 is the base replenishment rate (0.185% of capacity per day).&lt;br /&gt;
* Rain Intensity is 0.5 for normal rain and 1.0 for heavy rain (values are rounded to whole units).&lt;br /&gt;
&lt;br /&gt;
For a 15,000-unit reservoir:&lt;br /&gt;
* Normal rain: &amp;lt;code&amp;gt;15,000 × 0.00185 × 0.5 = 13.875&amp;lt;/code&amp;gt; (rounds to 14 units).&lt;br /&gt;
* Heavy rain: &amp;lt;code&amp;gt;15,000 × 0.00185 × 1.0 = 27.75&amp;lt;/code&amp;gt; (rounds to 28 units).&lt;br /&gt;
&lt;br /&gt;
A [[Rainwater Harvester]] collects water directly from rainfall, producing &#039;&#039;&#039;0.5 units per day&#039;&#039;&#039; during normal rain and &#039;&#039;&#039;1.0 unit per day&#039;&#039;&#039; during heavy rain. A [[Farm]] collects water into its soil buffer, regenerating &#039;&#039;&#039;2.5 units per day&#039;&#039;&#039; during normal rain and &#039;&#039;&#039;5.0 units per day&#039;&#039;&#039; during heavy rain.&lt;br /&gt;
&lt;br /&gt;
The replenishment formula for rainwater harvesters and farms is:&lt;br /&gt;
: &#039;&#039;&#039;Daily Regeneration = Base Rate × Rain Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* Base Rate is 1.0 for a Rainwater Harvester and 5.0 for a Farm (assuming no yield multipliers).&lt;br /&gt;
* Rain Intensity is 0.5 for normal rain and 1.0 for heavy rain.&lt;br /&gt;
* Note: These rates assume the global rain yield multiplier is 100%. If modified (e.g., via research), the rates will scale accordingly.&lt;br /&gt;
&lt;br /&gt;
Over a year, assuming 40 rainy days:&lt;br /&gt;
* A 15,000-unit reservoir regenerates &#039;&#039;&#039;560 units&#039;&#039;&#039; in normal rain (14 × 40) or &#039;&#039;&#039;1,120 units&#039;&#039;&#039; in heavy rain (28 × 40).&lt;br /&gt;
* A Rainwater Harvester yields &#039;&#039;&#039;20 units&#039;&#039;&#039; in normal rain (0.5 × 40) or &#039;&#039;&#039;40 units&#039;&#039;&#039; in heavy rain (1.0 × 40).&lt;br /&gt;
* A Farm collects &#039;&#039;&#039;100 units&#039;&#039;&#039; in normal rain (2.5 × 40) or &#039;&#039;&#039;200 units&#039;&#039;&#039; in heavy rain (5.0 × 40).&lt;br /&gt;
&lt;br /&gt;
=== Strategic Notes ===&lt;br /&gt;
Groundwater depletion is a real risk without consistent rainfall. Players should monitor reserves and consider supplementing with [[Thermal Desalinator]]s in dry climates. Rainwater harvesters and farms can help in rainy regions, but their output is limited compared to wells, making them less viable for large-scale water needs in the mid-to-late game.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{{recipe fetch|dir=out}}&lt;br /&gt;
{{recipe fetch|dir=in}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Materials}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Flywheel&amp;diff=10696</id>
		<title>Flywheel</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Flywheel&amp;diff=10696"/>
		<updated>2024-03-17T18:26:19Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Flywheel&lt;br /&gt;
| Description   = The Flywheel is able to store 80 MW-seconds worth of [[Mechanical Power]] as inertia of a spinning mass.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Iron&lt;br /&gt;
    | Input2Qty   = 80&lt;br /&gt;
  }}&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 7x7&lt;br /&gt;
| Research      = Mechanical Power Storage&lt;br /&gt;
| Designation   = Power Production&lt;br /&gt;
| Variants      = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Flywheel&#039;&#039;&#039; is the machine that provides the sole means of storage of [[Mechanical Power]]. Its primary purpose is to provide smoothing of {{infoicon|Electricity}} requirements and/or to provide the player additional reaction time in case of a [[Wikipedia:Brownout (electricity)|brownout]]. While other methods of energy storage can be built, such as thermal energy storage systems in the form of {{infoicon|Steam Hi}} or {{infoicon|Steam (Low)}} in a [[Thermal Storage]], the Flywheel is currently the only machine which stores energy losslessly and with instant access.&lt;br /&gt;
&lt;br /&gt;
Physically it features a longitudinal shaft connected through several large weighted wheels. Energy is thus stored as [[Wikipedia:Momentum|momentum]] as a product of their rotational speed and mass.&lt;br /&gt;
&lt;br /&gt;
When the Flywheel&#039;s shaft is connected to both a generator and a turbine, it will consume any excess Mechanical Power which is not being used to generate Electricity up until it is fully charged or excess power disappears. At full charge, it is capable of storing 500 MW-seconds (500 MW-{{time|icononly=yes}}) worth of energy: more simply, 1 MW of output for 500 {{time|icononly=yes}}, 50 MW of output for 10 {{time|icononly=yes}}, or any other multiple thereof. When there is greater demand on the shaft for Electricity generation than is being provided by the generator, the Flywheel will donate its energy to provide the additional Mechanical Power needed.&lt;br /&gt;
&lt;br /&gt;
Flywheels only experience power loss when idle, defined as when there is no input or output of mechanical power on the shaft, or when the shaft&#039;s inertia is above 95%. Otherwise, adding flywheels does not negatively impact generator output. A system can viably incorporate 20 flywheels, provided there are always active generators or turbines on the same shaft, minimizing power loss. Turbines lose power during spin-up and spin-down phases. Adding more flywheels to the system increases efficiency by stabilizing the shaft, thus reducing the need for turbines to frequently turn on or off, especially in auto-balance mode. Losses related to flywheels are calculated per shaft, rather than per individual machine.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=The_Statue_of_Maintenance&amp;diff=10695</id>
		<title>The Statue of Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=The_Statue_of_Maintenance&amp;diff=10695"/>
		<updated>2024-03-06T17:17:20Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DEFAULTSORT:Statue of Maintenance, The}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = The Statue of Maintenance&lt;br /&gt;
| Description   = Statue that not just demonstrates the wealth of your island but also serves as a celebration of your industrial success. It has such a positive effect on your population that it reduces your island&#039;s maintenance requirements by 4.00%. In order to get the bonus, the statue needs to be provided with &#039;Fuel Gas&#039; on a continuous basis. However, if you don&#039;t maintain your statue you will get a negative effect. Because nothing demotivates your workers from performing maintenance more than seeing a broken statue of maintenance. You can build this statue multiple times should your wealth allow it, but each additional statue&#039;s effect is reduced by half.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 200&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 400&lt;br /&gt;
    | Input3Name  = Steel&lt;br /&gt;
    | Input3Qty   = 300&lt;br /&gt;
    | Input4Name  = Copper&lt;br /&gt;
    | Input4Qty   = 1000&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = 10&lt;br /&gt;
| Footprint     = 11x10&lt;br /&gt;
| Research      = Statue of Maintenance&lt;br /&gt;
| Designation   = Landmarks&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;The Statue of Maintenance&#039;&#039;&#039; is a late-game structure that serves not only as a landmark, but also provides some [[Maintenance]] reduction for a symbolic {{infoicon|Fuel Gas}} cost. It requires only 2 Fuel Gas per minute and also has an internal storage for 20 Fuel Gas that provides reserves for considerable amount of time in case the gas supply is out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To calculate the effect on your total maintenance you can use the following formula:&lt;br /&gt;
&lt;br /&gt;
For Maintenance 1: M = (m + 10*n) * (1 - (8 * ((2^n - 1) / 2^n) / 100))&lt;br /&gt;
&lt;br /&gt;
For Maintenance 2 + 3: M = m * (1 - (8 * ((2^n - 1) / 2^n) / 100))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
M = total maintenance&lt;br /&gt;
&lt;br /&gt;
m = unmodified maintenance&lt;br /&gt;
&lt;br /&gt;
n = number of statues&lt;br /&gt;
&lt;br /&gt;
==Plaque==&lt;br /&gt;
In the building window, the following text is shown:&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Text on the plaque:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Life can be rough,&amp;lt;br/&amp;gt;&lt;br /&gt;
if you don&#039;t maintain your stuff.&amp;lt;br/&amp;gt;&lt;br /&gt;
And when things fail, just look -&amp;lt;br/&amp;gt;&lt;br /&gt;
missing entry in the service book!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Supporter Edition content==&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = The Statue of Maintenance (Golden)&lt;br /&gt;
| Description   = None&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 250&lt;br /&gt;
    | Input2Name  = Steel&lt;br /&gt;
    | Input2Qty   = 300&lt;br /&gt;
    | Input3Name  = Copper&lt;br /&gt;
    | Input3Qty   = 1000&lt;br /&gt;
    | Input4Name  = Gold&lt;br /&gt;
    | Input4Qty   = 800&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = 10&lt;br /&gt;
| Footprint     = 11x10&lt;br /&gt;
| Research      = Statue of Maintenance&lt;br /&gt;
| Designation   = Landmarks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In the Supporter Edition, the statue can be upgraded into &#039;&#039;&#039;The Statue of Maintenance (Golden)&#039;&#039;&#039; version, unlocked by the same research. The upgrade costs 800 {{infoicon|Gold}} and provides only cosmetic differences. While this version of the Statue cannot be selected from the menu, it can be built directly using the [[Selection Tools|Clone]] tool. In this case, the cost will slightly differ from that of the base Statue plus cost of the upgrade.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=The_Statue_of_Maintenance&amp;diff=10694</id>
		<title>The Statue of Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=The_Statue_of_Maintenance&amp;diff=10694"/>
		<updated>2024-03-06T17:15:42Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DEFAULTSORT:Statue of Maintenance, The}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = The Statue of Maintenance&lt;br /&gt;
| Description   = Statue that not just demonstrates the wealth of your island but also serves as a celebration of your industrial success. It has such a positive effect on your population that it reduces your island&#039;s maintenance requirements by 4.00%. In order to get the bonus, the statue needs to be provided with &#039;Fuel Gas&#039; on a continuous basis. However, if you don&#039;t maintain your statue you will get a negative effect. Because nothing demotivates your workers from performing maintenance more than seeing a broken statue of maintenance. You can build this statue multiple times should your wealth allow it, but each additional statue&#039;s effect is reduced by half.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 200&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 400&lt;br /&gt;
    | Input3Name  = Steel&lt;br /&gt;
    | Input3Qty   = 300&lt;br /&gt;
    | Input4Name  = Copper&lt;br /&gt;
    | Input4Qty   = 1000&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = 10&lt;br /&gt;
| Footprint     = 11x10&lt;br /&gt;
| Research      = Statue of Maintenance&lt;br /&gt;
| Designation   = Landmarks&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;The Statue of Maintenance&#039;&#039;&#039; is a late-game structure that serves not only as a landmark, but also provides some [[Maintenance]] reduction for a symbolic {{infoicon|Fuel Gas}} cost. It requires only 2 Fuel Gas per minute and also has an internal storage for 20 Fuel Gas that provides reserves for considerable amount of time in case the gas supply is out.&lt;br /&gt;
&lt;br /&gt;
To calculate the effect on your total maintenance you can use the following formula:&lt;br /&gt;
&lt;br /&gt;
For Maintenance 1: M = (m + 10*n) * (1 - (8 * ((2^n - 1) / 2^n) / 100))&lt;br /&gt;
&lt;br /&gt;
For Maintenance 2 + 3: M = m * (1 - (8 * ((2^n - 1) / 2^n) / 100))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
M = total maintenance&lt;br /&gt;
&lt;br /&gt;
m = unmodified maintenance&lt;br /&gt;
&lt;br /&gt;
n = number of statues&lt;br /&gt;
&lt;br /&gt;
==Plaque==&lt;br /&gt;
In the building window, the following text is shown:&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Text on the plaque:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Life can be rough,&amp;lt;br/&amp;gt;&lt;br /&gt;
if you don&#039;t maintain your stuff.&amp;lt;br/&amp;gt;&lt;br /&gt;
And when things fail, just look -&amp;lt;br/&amp;gt;&lt;br /&gt;
missing entry in the service book!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Supporter Edition content==&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = The Statue of Maintenance (Golden)&lt;br /&gt;
| Description   = None&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 250&lt;br /&gt;
    | Input2Name  = Steel&lt;br /&gt;
    | Input2Qty   = 300&lt;br /&gt;
    | Input3Name  = Copper&lt;br /&gt;
    | Input3Qty   = 1000&lt;br /&gt;
    | Input4Name  = Gold&lt;br /&gt;
    | Input4Qty   = 800&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = 10&lt;br /&gt;
| Footprint     = 11x10&lt;br /&gt;
| Research      = Statue of Maintenance&lt;br /&gt;
| Designation   = Landmarks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In the Supporter Edition, the statue can be upgraded into &#039;&#039;&#039;The Statue of Maintenance (Golden)&#039;&#039;&#039; version, unlocked by the same research. The upgrade costs 800 {{infoicon|Gold}} and provides only cosmetic differences. While this version of the Statue cannot be selected from the menu, it can be built directly using the [[Selection Tools|Clone]] tool. In this case, the cost will slightly differ from that of the base Statue plus cost of the upgrade.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=The_Statue_of_Maintenance&amp;diff=10693</id>
		<title>The Statue of Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=The_Statue_of_Maintenance&amp;diff=10693"/>
		<updated>2024-03-06T17:15:28Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DEFAULTSORT:Statue of Maintenance, The}}&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = The Statue of Maintenance&lt;br /&gt;
| Description   = Statue that not just demonstrates the wealth of your island but also serves as a celebration of your industrial success. It has such a positive effect on your population that it reduces your island&#039;s maintenance requirements by 4.00%. In order to get the bonus, the statue needs to be provided with &#039;Fuel Gas&#039; on a continuous basis. However, if you don&#039;t maintain your statue you will get a negative effect. Because nothing demotivates your workers from performing maintenance more than seeing a broken statue of maintenance. You can build this statue multiple times should your wealth allow it, but each additional statue&#039;s effect is reduced by half.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 200&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 400&lt;br /&gt;
    | Input3Name  = Steel&lt;br /&gt;
    | Input3Qty   = 300&lt;br /&gt;
    | Input4Name  = Copper&lt;br /&gt;
    | Input4Qty   = 1000&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = 10&lt;br /&gt;
| Footprint     = 11x10&lt;br /&gt;
| Research      = Statue of Maintenance&lt;br /&gt;
| Designation   = Landmarks&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;The Statue of Maintenance&#039;&#039;&#039; is a late-game structure that serves not only as a landmark, but also provides some [[Maintenance]] reduction for a symbolic {{infoicon|Fuel Gas}} cost. It requires only 2 Fuel Gas per minute and also has an internal storage for 20 Fuel Gas that provides reserves for considerable amount of time in case the gas supply is out.&lt;br /&gt;
&lt;br /&gt;
To calculate the effect on your total maintenance you can use the following formula:&lt;br /&gt;
&lt;br /&gt;
For Maintenance 1: M = (m + 10*n) * (1 - (8 * ((2^n - 1) / 2^n) / 100))&lt;br /&gt;
For Maintenance 2 + 3: M = m * (1 - (8 * ((2^n - 1) / 2^n) / 100))&lt;br /&gt;
&lt;br /&gt;
M = total maintenance&lt;br /&gt;
m = unmodified maintenance&lt;br /&gt;
n = number of statues&lt;br /&gt;
&lt;br /&gt;
==Plaque==&lt;br /&gt;
In the building window, the following text is shown:&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
Text on the plaque:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Life can be rough,&amp;lt;br/&amp;gt;&lt;br /&gt;
if you don&#039;t maintain your stuff.&amp;lt;br/&amp;gt;&lt;br /&gt;
And when things fail, just look -&amp;lt;br/&amp;gt;&lt;br /&gt;
missing entry in the service book!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Supporter Edition content==&lt;br /&gt;
{{Infobox machine&lt;br /&gt;
| Name          = The Statue of Maintenance (Golden)&lt;br /&gt;
| Description   = None&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts III&lt;br /&gt;
    | Input1Qty   = 250&lt;br /&gt;
    | Input2Name  = Steel&lt;br /&gt;
    | Input2Qty   = 300&lt;br /&gt;
    | Input3Name  = Copper&lt;br /&gt;
    | Input3Qty   = 1000&lt;br /&gt;
    | Input4Name  = Gold&lt;br /&gt;
    | Input4Qty   = 800&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = 10&lt;br /&gt;
| Footprint     = 11x10&lt;br /&gt;
| Research      = Statue of Maintenance&lt;br /&gt;
| Designation   = Landmarks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In the Supporter Edition, the statue can be upgraded into &#039;&#039;&#039;The Statue of Maintenance (Golden)&#039;&#039;&#039; version, unlocked by the same research. The upgrade costs 800 {{infoicon|Gold}} and provides only cosmetic differences. While this version of the Statue cannot be selected from the menu, it can be built directly using the [[Selection Tools|Clone]] tool. In this case, the cost will slightly differ from that of the base Statue plus cost of the upgrade.&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Maintenance&amp;diff=10692</id>
		<title>Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Maintenance&amp;diff=10692"/>
		<updated>2024-03-06T17:09:19Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Image         = Maintenance.gif&lt;br /&gt;
| Name          = Maintenance&lt;br /&gt;
| Type1         = Crafted material&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
| Variants         = [[Maintenance I]]&amp;lt;br /&amp;gt;[[Maintenance II]]&amp;lt;br /&amp;gt;[[Maintenance III]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance&#039;&#039;&#039; is a virtual resource that can be produced in the [[Maintenance Depot]] and its variants. It is consumed by all [[:Category:Vehicles|Vehicles]], as well as many of the production buildings in the game to keep things from breaking down.&lt;br /&gt;
 &lt;br /&gt;
There are three tiers of Maintenance ([[Maintenance I|I]], [[Maintenance II|II]], [[Maintenance III|III]]), and they cannot substitute each other. So, providing all of them will be required in late-game.&lt;br /&gt;
&lt;br /&gt;
Idled vehicles and buildings also consume Maintenance, but the amount is reduced to 33% of working ones. On the other hand, paused vehicles and buildings do not consume Maintenance.  &lt;br /&gt;
&lt;br /&gt;
When Maintenance drops below 75% there is a chance for the vehicle or building to break down, with this chance for breakdowns increasing all the way to 50% at 0 maintenance. Broken down vehicles and buildings will stop working for a period of time. While they will eventually start working again on there own, they will still be at the same level of maintenance as when they broke down, leaving them prone to breaking down again.&lt;br /&gt;
&lt;br /&gt;
The broken chance are per month, if it&#039;s 50% then there is a 50% chance to break per month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only way to refill the maintenance level of a vehicles or buildings is to craft maintenance at the depot. &lt;br /&gt;
in an emergency,  [[Unity]] can be used to repair buildings or vehicles individually by clicking on them and pressing the &amp;quot;Repair&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Maintenance can be reduced on your island with the construction of [[The Statue of Maintenance]].&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Maintenance&amp;diff=10691</id>
		<title>Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Maintenance&amp;diff=10691"/>
		<updated>2024-03-06T17:08:55Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Image         = Maintenance.gif&lt;br /&gt;
| Name          = Maintenance&lt;br /&gt;
| Type1         = Crafted material&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
| Variants         = [[Maintenance I]]&amp;lt;br /&amp;gt;[[Maintenance II]]&amp;lt;br /&amp;gt;[[Maintenance III]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance&#039;&#039;&#039; is a virtual resource that can be produced in the [[Maintenance Depot]] and its variants. It is consumed by all [[:Category:Vehicles|Vehicles]], as well as many of the production buildings in the game to keep things from breaking down.&lt;br /&gt;
 &lt;br /&gt;
There are three tiers of Maintenance ([[Maintenance I|I]], [[Maintenance II|II]], [[Maintenance III|III]]), and they cannot substitute each other. So, providing all of them will be required in late-game.&lt;br /&gt;
&lt;br /&gt;
Idled vehicles and buildings also consume Maintenance, but the amount is reduced to 33% of working ones. On the other hand, paused vehicles and buildings do not consume Maintenance.  &lt;br /&gt;
&lt;br /&gt;
When Maintenance drops below 75% there is a chance for the vehicle or building to break down, with this chance for breakdowns increasing all the way to 50% at 0 maintenance. Broken down vehicles and buildings will stop working for a period of time. While they will eventually start working again on there own, they will still be at the same level of maintenance as when they broke down, leaving them prone to breaking down again.&lt;br /&gt;
&lt;br /&gt;
The broken chance are per month, if it&#039;s 50% then there is a 50% chance to break per month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only way to refill the maintenance level of a vehicles or buildings is to craft maintenance at the depot. &lt;br /&gt;
in an emergency,  [[Unity]] can be used to repair buildings or vehicles individually by clicking on them and pressing the &amp;quot;Repair&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Maintenance can be reduced on your island with the construction of [[Statue of Maintenance]].&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Research&amp;diff=10690</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Research&amp;diff=10690"/>
		<updated>2024-03-05T10:52:43Z</updated>

		<summary type="html">&lt;p&gt;Keranik: Updated information to be accurate for latest game update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Research&#039;&#039;&#039; allows you to unlock new buildings, [[transports]], [[vehicles]], [[edicts]], [[recipes]] and [[ship]] upgrades. &lt;br /&gt;
&lt;br /&gt;
You may add more than one research to the research queue and they will be researched in the order you have added them.  The number of technologies in your current research queue are represented by the &amp;quot;+X&amp;quot; number that is located next to the current research in the research bar.  You can remove items from the research queue by selecting them, and clicking on the &amp;quot;Remove From Queue&amp;quot; button.  However, you must remove the items from the queue in the order they were added as well.  If you wish to cancel the entire research queue, simply cancel the current research and it will also clear the current queue.&lt;br /&gt;
&lt;br /&gt;
= Research Points =&lt;br /&gt;
Each [[Research Lab]] produces a different amount of research points each cycle.   &lt;br /&gt;
&lt;br /&gt;
Each technology has a &amp;quot;difficulty rating&amp;quot;, which defines how many research points you need to research in order to unlock the technology. The difficulty rating can be seen next to the technology name in the research screen, e.g. &amp;quot;Construction III[9]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
How to calculate the amount of research points necessary from difficulty rating:&lt;br /&gt;
&lt;br /&gt;
Formula: difficulty * 10 + (difficulty - 2) * 18&lt;br /&gt;
&lt;br /&gt;
Difficulty 1 and Difficulty 2 are 10 and 20 points respectively.  Each difficulty thereafter represents a 28 point increase in research points necessary to research the technology.  For example: Difficulty 25 requires 664 research points. (25 * 10 + (25- 2) * 18)&lt;br /&gt;
&lt;br /&gt;
The amount of research points needed also correlates to the amount of [[Lab Equipment]] necessary for the research in its totality. This would mean that in the above example, you would need 664 lab equipment to research a difficulty 25 technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Research speed per lab&lt;br /&gt;
|-&lt;br /&gt;
! Research Labs !! Research Speed (points per 60)&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Research Lab}} || 3.2&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Research Lab II}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Research Lab III}} || 4.8&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Research Lab IV}} || 5.6&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Research Lab V}} || 6.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Research Information By Difficulty&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Points Needed&lt;br /&gt;
|-&lt;br /&gt;
| 1  || 10  &lt;br /&gt;
|-&lt;br /&gt;
| 2  || 20  &lt;br /&gt;
|-&lt;br /&gt;
| 3  || 48  &lt;br /&gt;
|-&lt;br /&gt;
| 4  || 76  &lt;br /&gt;
|-&lt;br /&gt;
| 5  || 104 &lt;br /&gt;
|-&lt;br /&gt;
| 6  || 132 &lt;br /&gt;
|-&lt;br /&gt;
| 7  || 160 &lt;br /&gt;
|-&lt;br /&gt;
| 8  || 188 &lt;br /&gt;
|-&lt;br /&gt;
| 9  || 216 &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 244 &lt;br /&gt;
|-&lt;br /&gt;
| 11 || 272 &lt;br /&gt;
|-&lt;br /&gt;
| 12 || 300 &lt;br /&gt;
|-&lt;br /&gt;
| 13 || 328 &lt;br /&gt;
|-&lt;br /&gt;
| 14 || 356 &lt;br /&gt;
|-&lt;br /&gt;
| 15 || 384 &lt;br /&gt;
|-&lt;br /&gt;
| 16 || 412 &lt;br /&gt;
|-&lt;br /&gt;
| 17 || 440 &lt;br /&gt;
|-&lt;br /&gt;
| 18 || 468 &lt;br /&gt;
|-&lt;br /&gt;
| 19 || 496 &lt;br /&gt;
|-&lt;br /&gt;
| 20 || 524 &lt;br /&gt;
|-&lt;br /&gt;
| 21 || 552 &lt;br /&gt;
|-&lt;br /&gt;
| 22 || 580 &lt;br /&gt;
|-&lt;br /&gt;
| 23 || 608 &lt;br /&gt;
|-&lt;br /&gt;
| 24 || 636 &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 664 &lt;br /&gt;
|-&lt;br /&gt;
| 26 || 692 &lt;br /&gt;
|-&lt;br /&gt;
| 27 || 720 &lt;br /&gt;
|-&lt;br /&gt;
| 28 || 748 &lt;br /&gt;
|-&lt;br /&gt;
| 29 || 776 &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 804 &lt;br /&gt;
|-&lt;br /&gt;
| 31 || 832 &lt;br /&gt;
|-&lt;br /&gt;
| 32 || 860 &lt;br /&gt;
|-&lt;br /&gt;
| 33 || 888 &lt;br /&gt;
|-&lt;br /&gt;
| 34 || 916 &lt;br /&gt;
|-&lt;br /&gt;
| 35 || 944 &lt;br /&gt;
|-&lt;br /&gt;
| 36 || 972 &lt;br /&gt;
|-&lt;br /&gt;
| 37 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 38 || 1028&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 1056&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 1084&lt;br /&gt;
|-&lt;br /&gt;
| 41 || 1112&lt;br /&gt;
|-&lt;br /&gt;
| 42 || 1140&lt;br /&gt;
|-&lt;br /&gt;
| 43 || 1168&lt;br /&gt;
|-&lt;br /&gt;
| 44 || 1196&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 1224&lt;br /&gt;
|-&lt;br /&gt;
| 46 || 1252&lt;br /&gt;
|-&lt;br /&gt;
| 47 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| 48 || 1308&lt;br /&gt;
|-&lt;br /&gt;
| 49 || 1336&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 1364&lt;br /&gt;
|-&lt;br /&gt;
| 51 || 1392&lt;br /&gt;
|-&lt;br /&gt;
| 52 || 1420&lt;br /&gt;
|-&lt;br /&gt;
| 53 || 1448&lt;br /&gt;
|-&lt;br /&gt;
| 54 || 1476&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 1504&lt;br /&gt;
|-&lt;br /&gt;
| 56 || 1532&lt;br /&gt;
|-&lt;br /&gt;
| 57 || 1560&lt;br /&gt;
|-&lt;br /&gt;
| 58 || 1588&lt;br /&gt;
|-&lt;br /&gt;
| 59 || 1616&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 1644&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Fast_Breeder_Reactor&amp;diff=10682</id>
		<title>Fast Breeder Reactor</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Fast_Breeder_Reactor&amp;diff=10682"/>
		<updated>2024-02-03T12:43:27Z</updated>

		<summary type="html">&lt;p&gt;Keranik: /* Installation Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Fast Breeder Reactor&lt;br /&gt;
| Tier          = &lt;br /&gt;
| Description   = &lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts IV&lt;br /&gt;
    | Input1Qty   = 1500&lt;br /&gt;
    | Input2Name  = Electronics III&lt;br /&gt;
    | Input2Qty   = 200&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = 200&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| MaintenanceIII = 36&lt;br /&gt;
| Footprint     = 45x21*&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Fast Breeder Reactor (research)&lt;br /&gt;
| Designation   = Power Production&lt;br /&gt;
| Variants      = [[Nuclear Reactor]]&amp;lt;/br&amp;gt;[[Nuclear Reactor II]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
The &#039;&#039;&#039;Fast Breeder Reactor&#039;&#039;&#039; is a machine that generates large amounts of {{infoicon|Steam (Super)|new=yes}} from {{infoicon|Water}} and {{infoicon|Core Fuel|new=yes}} for use in generators. And also, the reactor can enrich {{infoicon|Blanket Fuel|new=yes}} to {{infoicon|Blanket Fuel (Enriched)|new=yes}}, which is used in the production of {{infoicon|Core Fuel|new=yes}}. Considering the lower process, produced {{infoicon|Blanket Fuel (Enriched)|text=Blanket Fuels (Enriched)|new=yes}} are more than spent {{infoicon|Core Fuel|plural=s|new=yes}}. &lt;br /&gt;
&lt;br /&gt;
Because of this, it is only necessary to produce enough initial {{infoicon|Core Fuel|plural=|new=yes}} from a [[Chemical Plant II|Chemical plant II]] to begin the loop, as long as you are recycling the spent core fuel and enriched blanket fuel. Once this cycle is operating successfully, you will only need to make sure that you continue adding a small amount of {{infoicon|Blanket Fuel|new=yes}}, which can be easily made from a very small amount of {{infoicon|Depleted Uranium|new=yes}} or {{infoicon|Yellow Cake|new=yes}}.  &lt;br /&gt;
&lt;br /&gt;
Power is generated by passing the output {{infoicon|Steam (Super)|new=yes}} through [[Super-pressure Turbine]]s, [[High-pressure Turbine]]s, and [[Low-pressure Turbine]]s with their output shaft connected to [[Power Generator]]s, typically Tier 2 variants of each. A majority of the Water can subsequently be recovered for reuse using a [[Cooling Tower (Large)]].&lt;br /&gt;
Generated {{infoicon|Steam (Super)|new=yes}} can be also used to [[Thermal Desalinator|desalinate]] {{infoicon|Seawater}} and produce {{infoicon|Hydrogen}}.&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions == &lt;br /&gt;
#1 Priority: Spent Core Fuel from FBR to Nuclear Reprocessing Plant, priority out back to machine. &lt;br /&gt;
#2 Priority: Enrichment Plant turning Enriched Blanket Fuel to core fuel, priority blanket fuel back to machine.&lt;br /&gt;
#3 Priority: Chemical Plant making blanket fuel from Yellowcake&lt;br /&gt;
&lt;br /&gt;
== Heat Exchange and Overheat==&lt;br /&gt;
See [[Nuclear Reactor]]&lt;br /&gt;
&lt;br /&gt;
== Automatic Regulation ==&lt;br /&gt;
See [[Nuclear Reactor II]]&lt;br /&gt;
&lt;br /&gt;
== Enrichment of Blanket Fuel ==&lt;br /&gt;
Enrichment of the {{infoicon|Blanket Fuel|new=yes}} has the same cycle time as the main recipe, that is, producing {{infoicon|Steam (Super)|new=yes}} by {{infoicon|Core Fuel|new=yes}}. And, 1.2 units of {{infoicon|Blanket Fuel|plural=s|new=yes}} are enriched per cycle. To sums up, a total recipe of the reactor is following if its power level is X4.&lt;br /&gt;
{{recipe draw&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Input3Name  = Blanket Fuel&lt;br /&gt;
  | Input3Qty   = 1.2&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
  | Output3Name = Blanket Fuel (Enriched)&lt;br /&gt;
  | Output3Qty  = 1.2&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 20&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 30&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 60&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Blanket Fuel&lt;br /&gt;
  | Input1Unit  = ?&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Blanket Fuel (Enriched)&lt;br /&gt;
  | Output1Unit = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Fast_Breeder_Reactor&amp;diff=10681</id>
		<title>Fast Breeder Reactor</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Fast_Breeder_Reactor&amp;diff=10681"/>
		<updated>2024-02-03T12:42:55Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Fast Breeder Reactor&lt;br /&gt;
| Tier          = &lt;br /&gt;
| Description   = &lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts IV&lt;br /&gt;
    | Input1Qty   = 1500&lt;br /&gt;
    | Input2Name  = Electronics III&lt;br /&gt;
    | Input2Qty   = 200&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = 200&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| MaintenanceIII = 36&lt;br /&gt;
| Footprint     = 45x21*&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Fast Breeder Reactor (research)&lt;br /&gt;
| Designation   = Power Production&lt;br /&gt;
| Variants      = [[Nuclear Reactor]]&amp;lt;/br&amp;gt;[[Nuclear Reactor II]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
The &#039;&#039;&#039;Fast Breeder Reactor&#039;&#039;&#039; is a machine that generates large amounts of {{infoicon|Steam (Super)|new=yes}} from {{infoicon|Water}} and {{infoicon|Core Fuel|new=yes}} for use in generators. And also, the reactor can enrich {{infoicon|Blanket Fuel|new=yes}} to {{infoicon|Blanket Fuel (Enriched)|new=yes}}, which is used in the production of {{infoicon|Core Fuel|new=yes}}. Considering the lower process, produced {{infoicon|Blanket Fuel (Enriched)|text=Blanket Fuels (Enriched)|new=yes}} are more than spent {{infoicon|Core Fuel|plural=s|new=yes}}. &lt;br /&gt;
&lt;br /&gt;
Because of this, it is only necessary to produce enough initial {{infoicon|Core Fuel|plural=|new=yes}} from a [[Chemical Plant II|Chemical plant II]] to begin the loop, as long as you are recycling the spent core fuel and enriched blanket fuel. Once this cycle is operating successfully, you will only need to make sure that you continue adding a small amount of {{infoicon|Blanket Fuel|new=yes}}, which can be easily made from a very small amount of {{infoicon|Depleted Uranium|new=yes}} or {{infoicon|Yellow Cake|new=yes}}.  &lt;br /&gt;
&lt;br /&gt;
Power is generated by passing the output {{infoicon|Steam (Super)|new=yes}} through [[Super-pressure Turbine]]s, [[High-pressure Turbine]]s, and [[Low-pressure Turbine]]s with their output shaft connected to [[Power Generator]]s, typically Tier 2 variants of each. A majority of the Water can subsequently be recovered for reuse using a [[Cooling Tower (Large)]].&lt;br /&gt;
Generated {{infoicon|Steam (Super)|new=yes}} can be also used to [[Thermal Desalinator|desalinate]] {{infoicon|Seawater}} and produce {{infoicon|Hydrogen}}.&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions == &lt;br /&gt;
Priority: Spent Core Fuel from FBR to Nuclear Reprocessing Plant, priority out back to machine. &lt;br /&gt;
Priority: Enrichment Plant turning Enriched Blanket Fuel to core fuel, priority blanket fuel back to machine.&lt;br /&gt;
Priority: Chemical Plant making blanket fuel from Yellowcake&lt;br /&gt;
&lt;br /&gt;
== Heat Exchange and Overheat==&lt;br /&gt;
See [[Nuclear Reactor]]&lt;br /&gt;
&lt;br /&gt;
== Automatic Regulation ==&lt;br /&gt;
See [[Nuclear Reactor II]]&lt;br /&gt;
&lt;br /&gt;
== Enrichment of Blanket Fuel ==&lt;br /&gt;
Enrichment of the {{infoicon|Blanket Fuel|new=yes}} has the same cycle time as the main recipe, that is, producing {{infoicon|Steam (Super)|new=yes}} by {{infoicon|Core Fuel|new=yes}}. And, 1.2 units of {{infoicon|Blanket Fuel|plural=s|new=yes}} are enriched per cycle. To sums up, a total recipe of the reactor is following if its power level is X4.&lt;br /&gt;
{{recipe draw&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Input3Name  = Blanket Fuel&lt;br /&gt;
  | Input3Qty   = 1.2&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
  | Output3Name = Blanket Fuel (Enriched)&lt;br /&gt;
  | Output3Qty  = 1.2&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 20&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 30&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 60&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Blanket Fuel&lt;br /&gt;
  | Input1Unit  = ?&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Blanket Fuel (Enriched)&lt;br /&gt;
  | Output1Unit = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Mega_Excavator&amp;diff=10680</id>
		<title>Mega Excavator</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Mega_Excavator&amp;diff=10680"/>
		<updated>2024-01-22T08:36:18Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = Mega Excavator&lt;br /&gt;
| Tier            = 3&lt;br /&gt;
| Description     = Extremely large excavator that can mine any terrain with easy. It has bucket capacity of 60. It cannot go under transports due to its size, use ramps to cross them.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts III&lt;br /&gt;
    | Input1Qty   = 240&lt;br /&gt;
    | Input2Name  = Steel&lt;br /&gt;
    | Input2Qty   = 140&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 70&lt;br /&gt;
    | Time        = 480&lt;br /&gt;
  }}&lt;br /&gt;
| StorageSize     = 60&lt;br /&gt;
| FuelTank        = 70&lt;br /&gt;
| MaxSpeed        = 2.5&lt;br /&gt;
| FuelConsumption = 5.0&lt;br /&gt;
| MaintenanceII   = 18&lt;br /&gt;
| Transport       = [[Truck]]&amp;lt;br&amp;gt;[[Haul Truck (Dump)]]&lt;br /&gt;
| Variants        = [[Small Excavator]]&amp;lt;br&amp;gt;[[Excavator]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Mega Excavator is the 3rd and final tier of the Excavators (as of release 0.4.13).   It Requires a Vehicles Depot III to build with 240 [[Vehicle Parts III|Vehicle Parts 3 III]], 140 [[Steel]], and 70 [[Diesel]]. &lt;br /&gt;
&lt;br /&gt;
It consumes the {{infoicon|Maintenance II}} instead of an {{infoicon|Maintenance I}}. It also consumes [[Diesel]] about 2x (2.17x) as much as an [[Excavator]] and 5x as much as a [[Small Excavator]]. &lt;br /&gt;
&lt;br /&gt;
The Mega Excavator Scoops 60 [[:Category:Loose products|Loose Products]] at a time so using [[Haul Truck (Dump)|Haul Trucks Dump Variant]] when mining with them is Highly Recommended. &lt;br /&gt;
&lt;br /&gt;
Just as every other Excavator Variant, it cannot travel under [[:Category:Transports|Transports]] and must use [[Vehicle Ramp (Medium)|Vehicle Ramps]] to traverse over them. &lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Excavator&amp;diff=10679</id>
		<title>Excavator</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Excavator&amp;diff=10679"/>
		<updated>2024-01-22T08:35:55Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = Excavator&lt;br /&gt;
| Tier            = 2&lt;br /&gt;
| Description     = This is a serious mining machine with max bucket capacity of 20! It is too tall and it cannot go under transports, use ramps to cross them.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot II]]&amp;lt;br&amp;gt;[[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts II&lt;br /&gt;
    | Input1Qty   = 80&lt;br /&gt;
    | Input2Name  = Steel&lt;br /&gt;
    | Input2Qty   = 40&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 27&lt;br /&gt;
    | Time        = 200&lt;br /&gt;
  }}&lt;br /&gt;
| CargoSize       = 20&lt;br /&gt;
| FuelTank        = 27&lt;br /&gt;
| MaxSpeed        = 4&lt;br /&gt;
| FuelConsumption = 2.3&lt;br /&gt;
| Maintenance     = 12&lt;br /&gt;
| Transport       = [[Pickup]]&amp;lt;br&amp;gt;[[Truck]]&lt;br /&gt;
| Variants        = [[Small Excavator]]&amp;lt;br&amp;gt;[[Mega Excavator]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the 2nd tier mining vehicle with a 20-unit bucket capacity|the similarly-named 1st tier mining vehicle with a 6-unit bucket capacity|Small Excavator}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Small_Excavator&amp;diff=10678</id>
		<title>Small Excavator</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Small_Excavator&amp;diff=10678"/>
		<updated>2024-01-22T08:35:35Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name          = Small Excavator&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Suitable for mining any terrain with max bucket capacity of 6. It is too tall and it cannot go under transports, use ramps to cross them.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot]]&amp;lt;br&amp;gt;[[Vehicles Depot II]]&amp;lt;br&amp;gt;[[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Iron&lt;br /&gt;
    | Input2Qty   = 20&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 10&lt;br /&gt;
    | Time        = 100&lt;br /&gt;
  }}&lt;br /&gt;
| CargoSize       = 6&lt;br /&gt;
| FuelTank        = 10&lt;br /&gt;
| MaxSpeed        = 6&lt;br /&gt;
| FuelConsumption = 1.0&lt;br /&gt;
| Maintenance     = 6&lt;br /&gt;
| Transport       = [[Pickup]]&amp;lt;br&amp;gt;[[Truck]]&lt;br /&gt;
| Variants        = [[Excavator]]&amp;lt;br&amp;gt;[[Mega Excavator]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the 1st tier mining vehicle with a 6-unit bucket capacity|the similarly-named 2nd tier mining vehicle with a 20-unit bucket capacity|Excavator}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Large_Tree_Harvester&amp;diff=10677</id>
		<title>Large Tree Harvester</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Large_Tree_Harvester&amp;diff=10677"/>
		<updated>2024-01-22T08:34:49Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = Large Tree Harvester&lt;br /&gt;
| Tier            = 2&lt;br /&gt;
| Description     = There is nothing that can harvest [[tree]]s faster than this machine. Make sure to assign plenty of service [[truck]]s to it to keep up with the amount of harvested [[wood]].&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot II]]&amp;lt;br&amp;gt;[[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts II&lt;br /&gt;
    | Input1Qty   = 60&lt;br /&gt;
    | Input2Name  = Steel&lt;br /&gt;
    | Input2Qty   = 20&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 32&lt;br /&gt;
    | Time        = 120&lt;br /&gt;
  }}&lt;br /&gt;
| StorageSize     = 20 (1 Tree)&lt;br /&gt;
| FuelTank        = 32&lt;br /&gt;
| MaxSpeed        = 8&lt;br /&gt;
| FuelConsumption = 1.8&lt;br /&gt;
| Maintenance     = 6&lt;br /&gt;
| Transport       = [[Pickup]]&amp;lt;br&amp;gt;[[Truck]]&lt;br /&gt;
| Variants        = [[Tree Harvester]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the purpose-built tree harvesting vehicle|the multi-purpose transport used for this purpose in the early- and mid-game|Pickup}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Tree_Harvester&amp;diff=10676</id>
		<title>Tree Harvester</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Tree_Harvester&amp;diff=10676"/>
		<updated>2024-01-22T08:34:17Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = Tree Harvester&lt;br /&gt;
| Tier            = 1&lt;br /&gt;
| Description     = A machine for harvesting [[tree]]s. Make sure to assign service [[truck]]s to use it. It cannot pass under transports.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot]]&amp;lt;br&amp;gt;[[Vehicles Depot II]]&amp;lt;br&amp;gt;[[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts&lt;br /&gt;
    | Input1Qty   = 30&lt;br /&gt;
    | Input2Name  = Iron&lt;br /&gt;
    | Input2Qty   = 10&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 12&lt;br /&gt;
    | Time        = 80&lt;br /&gt;
  }}&lt;br /&gt;
| StorageSize     = 20 (1 Tree)&lt;br /&gt;
| FuelTank        = 12&lt;br /&gt;
| MaxSpeed        = 6&lt;br /&gt;
| FuelConsumption = 0.8&lt;br /&gt;
| Maintenance     = 4&lt;br /&gt;
| Transport       = [[Pickup]]&amp;lt;br&amp;gt;[[Truck]]&lt;br /&gt;
| Variants        = [[Large Tree Harvester]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the purpose-built tree harvesting vehicle|the multi-purpose transport used for this purpose in the early- and mid-game|Pickup}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Tree_Planter&amp;diff=10675</id>
		<title>Tree Planter</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Tree_Planter&amp;diff=10675"/>
		<updated>2024-01-22T08:33:28Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = {{PAGENAME}}&lt;br /&gt;
| Tier            = &lt;br /&gt;
| Description     = &lt;br /&gt;
| CreatedIn       = [[Vehicles Depot]]&amp;lt;br&amp;gt;[[Vehicles Depot II]]&amp;lt;br&amp;gt;[[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts&lt;br /&gt;
    | Input1Qty   = 30&lt;br /&gt;
    | Input2Name  = Iron&lt;br /&gt;
    | Input2Qty   = 10&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 12&lt;br /&gt;
    | Time        = 100&lt;br /&gt;
  }}&lt;br /&gt;
| StorageSize     = 8&lt;br /&gt;
| FuelTank        = 12&lt;br /&gt;
| MaxSpeed        = 6&lt;br /&gt;
| FuelConsumption = 0.8&lt;br /&gt;
| Maintenance     = 4&lt;br /&gt;
| Transport       = &lt;br /&gt;
| Variants        = &lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Haul_Truck_(Tank)&amp;diff=10674</id>
		<title>Haul Truck (Tank)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Haul_Truck_(Tank)&amp;diff=10674"/>
		<updated>2024-01-22T08:29:58Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = Haul Truck (Tank)&lt;br /&gt;
| Image           = TruckT3Fluid_Tank.png&lt;br /&gt;
| Tier            = 3&lt;br /&gt;
| Description     = Large hauling truck with max capacity of 180. This type can transport only liquid or gas products. It cannot go under transports.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts III&lt;br /&gt;
    | Input1Qty   = 120&lt;br /&gt;
    | Input2Name  = Rubber&lt;br /&gt;
    | Input2Qty   = 120&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 36&lt;br /&gt;
    | Time        = 240&lt;br /&gt;
  }}&lt;br /&gt;
| StorageSize     = 180&lt;br /&gt;
| FuelTank        = 36&lt;br /&gt;
| MaxSpeed        = 7&lt;br /&gt;
| FuelConsumption = 2.3&lt;br /&gt;
| MaintenanceII   = 6&lt;br /&gt;
| Variants        =  [[Pickup]]&amp;lt;br&amp;gt;[[Truck]]&amp;lt;br&amp;gt;[[Haul Truck (Dump)]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;Haul Truck (Tank)&#039;&#039;&#039; is the third tier of the transport vehicle. It can transport 180 units of products at once. It can transport only [[:Category:Fluid products|fluid products]] except the following:&lt;br /&gt;
*{{infoicon|Exhaust}}&lt;br /&gt;
*{{infoicon|Steam Hi}}, {{infoicon|Steam Lo|text=Lo}}, {{infoicon|Steam Depleted|text=Depleted}}&lt;br /&gt;
*{{infoicon|Chilled Water|new=yes}}&lt;br /&gt;
&lt;br /&gt;
Compared to the Truck, the Haul Truck has 3 times the capacity of cargo at the expense of twice the fuel consumption, a higher maintenance tier ({{infoicon|Maintenance II}}), and reduced transport speed to 2/3. The Truck and the Haul Truck require the same number of {{infoicon|Worker|ui=yes|plural=s}}. Note that fewer Haul Trucks (and therefore fewer {{infoicon|Worker|ui=yes|plural=s}}) are needed to transport the same volume of items as compared to the Truck, but the same amount of fuel is required for a given throughput.&lt;br /&gt;
&lt;br /&gt;
Unlike the Truck, the Haul Truck cannot go under [[:Category:Transports|Transports]] such as conveyors and pipes, even if their height is 2 or higher. A [[Vehicle Ramp  (Small)|Vehicle Ramp]] is required to cross over them.&lt;br /&gt;
&lt;br /&gt;
Storage for Haul Truck deliveries or pickups should have high capacity, since the Haul Truck has a low transport speed and a high capacity.&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Haul_Truck_(Dump)&amp;diff=10673</id>
		<title>Haul Truck (Dump)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Haul_Truck_(Dump)&amp;diff=10673"/>
		<updated>2024-01-22T08:29:40Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = Haul Truck (Dump)&lt;br /&gt;
| Image           = TruckT3Loose_Dump.png&lt;br /&gt;
| Tier            = 3&lt;br /&gt;
| Description     = Large hauling truck with max capacity of 180. This type can transport only loose products (coal for instance). It cannot go under transports.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts III&lt;br /&gt;
    | Input1Qty   = 120&lt;br /&gt;
    | Input2Name  = Rubber&lt;br /&gt;
    | Input2Qty   = 120&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 36&lt;br /&gt;
    | Time        = 240&lt;br /&gt;
  }}&lt;br /&gt;
| StorageSize     = 180&lt;br /&gt;
| FuelTank        = 36&lt;br /&gt;
| MaxSpeed        = 7&lt;br /&gt;
| FuelConsumption = 2.3&lt;br /&gt;
| MaintenanceII   = 6&lt;br /&gt;
| Miner           = [[Mega Excavator]]&lt;br /&gt;
| Transport       = &lt;br /&gt;
| Variants        = [[Pickup]]&amp;lt;br&amp;gt;[[Truck]]&amp;lt;br&amp;gt;[[Haul Truck (Tank)]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;Haul Truck (Dump)&#039;&#039;&#039; is the third tier of the transport vehicle. It can transport 180 units of products at once. It can transport only [[:Category:Loose Product|loose products]].&lt;br /&gt;
&lt;br /&gt;
Compared to the Truck, the Haul Truck has 3 times the capacity of cargo at the expense of twice the fuel consumption, a higher maintenance tier ({{infoicon|Maintenance II}}), and reduced transport speed to 2/3. The Truck and the Haul Truck require the same number of {{infoicon|Worker|ui=yes|plural=s}}. Note that fewer Haul Trucks (and therefore fewer {{infoicon|Worker|ui=yes|plural=s}}) are needed to transport the same volume of items as compared to the Truck, but the same amount of fuel is required for a given throughput.&lt;br /&gt;
&lt;br /&gt;
Unlike the Truck, the Haul Truck cannot go under [[:Category:Transports|Transports]] such as conveyors and pipes, even if their height is 2 or higher. A [[Vehicle Ramp  (Small)|Vehicle Ramp]] is required to cross over them.&lt;br /&gt;
&lt;br /&gt;
Storage for Haul Truck deliveries or pickups should have high capacity, since the Haul Truck has a low transport speed and a high capacity.&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Truck&amp;diff=10672</id>
		<title>Truck</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Truck&amp;diff=10672"/>
		<updated>2024-01-22T08:29:00Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = Truck&lt;br /&gt;
| Image           =   TruckT2.gif&lt;br /&gt;
| Tier            = 2&lt;br /&gt;
| Description     = Large industrial truck with max capacity of 60. It can go under transports if they are at height 2 or higher.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot II]]&amp;lt;br&amp;gt;[[Vehicles Depot III]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts II&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Rubber&lt;br /&gt;
    | Input2Qty   = 30&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 15&lt;br /&gt;
    | Time        = 150&lt;br /&gt;
  }}&lt;br /&gt;
| StorageSize     = 60&lt;br /&gt;
| FuelTank        = 15&lt;br /&gt;
| MaxSpeed        = 11&lt;br /&gt;
| FuelConsumption = 1.1&lt;br /&gt;
| Maintenance     = 4&lt;br /&gt;
| Miner           = [[Small Excavator]]&amp;lt;br&amp;gt;[[Excavator]]&amp;lt;br&amp;gt;[[Mega Excavator]]&amp;lt;br&amp;gt;[[Tree Harvester]]&amp;lt;br&amp;gt;[[Large Tree Harvester]]&lt;br /&gt;
| Transport       = &lt;br /&gt;
| Variants        = [[Pickup]]&amp;lt;br&amp;gt;[[Haul Truck (Dump)]]&amp;lt;br&amp;gt;[[Haul Truck (Tank)]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;Truck&#039;&#039;&#039; is the second tier of transport vehicles. It can transport 60 units of products at once. It can transport all items except the followings: &lt;br /&gt;
*{{infoicon|Exhaust}}&lt;br /&gt;
*{{infoicon|Steam Hi}}, {{infoicon|Steam Lo|text=Lo}}, {{infoicon|Steam Depleted|text=Depleted}}&lt;br /&gt;
*{{infoicon|Chilled Water|new=yes}}&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Pickup]], the Truck has 3 times the capacity of cargo at the expense of 3 times the fuel consumption and twice {{infoicon|Maintenance I}}. The Pickup and the Track require the same number of {{infoicon|Worker|ui=yes|plural=s}} and have the same traveling speed.&lt;br /&gt;
&lt;br /&gt;
Production buildings such as [[Assembly (Electric) II|Assemblies]] cannot reserve 60 units of materials. So, it is required for operating trucks effectively to construct [[:Category:Transports|local transport systems]] by Storage and Conveyors/Pipes.&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Pickup&amp;diff=10671</id>
		<title>Pickup</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Pickup&amp;diff=10671"/>
		<updated>2024-01-22T08:28:13Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name          = Pickup&lt;br /&gt;
| Image         = TruckT1.gif&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Heavy duty pickup truck with max capacity of 20. It can go under transports that are at height 2 or higher.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Vehicle Parts&lt;br /&gt;
    | Input1Qty   = 20&lt;br /&gt;
    | Input2Name  = Rubber&lt;br /&gt;
    | Input2Qty   = 10&lt;br /&gt;
    | Input3Name  = Diesel&lt;br /&gt;
    | Input3Qty   = 5&lt;br /&gt;
    | Time        = 60&lt;br /&gt;
  }}&lt;br /&gt;
| CreatedIn     = [[Vehicles Depot]]&amp;lt;br&amp;gt;[[Vehicles Depot II]]&amp;lt;br&amp;gt;[[Vehicles Depot III]]&lt;br /&gt;
| StorageSize   = 20&lt;br /&gt;
| FuelTank      = 5&lt;br /&gt;
| MaxSpeed      = 10&lt;br /&gt;
| FuelConsumption = 0.4&lt;br /&gt;
| Maintenance   = 2&lt;br /&gt;
| Miner         = [[Small Excavator]]&amp;lt;br&amp;gt;[[Excavator]]&amp;lt;br&amp;gt;[[Tree Harvester]]&amp;lt;br&amp;gt;[[Large Tree Harvester]]&lt;br /&gt;
| Transport     = &lt;br /&gt;
| Variants      = [[Truck]]&amp;lt;br&amp;gt;[[Haul Truck (Dump)]]&amp;lt;br&amp;gt;[[Haul Truck (Tank)]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
A Pickup is the first tier of transport vehicles, being unlocked when starting the game. The Pickup can transport 20 units of the products at once. It can transport all items except the followings:&lt;br /&gt;
*{{infoicon|Exhaust}}&lt;br /&gt;
*{{infoicon|Steam Hi}}, {{infoicon|Steam Lo|text=Lo}}, {{infoicon|Steam Depleted|text=Depleted}}&lt;br /&gt;
*{{infoicon|Chilled Water|new=yes}}&lt;br /&gt;
&lt;br /&gt;
After [[Truck]] is unlocked, the [[Truck]] is more effective than Pickup in most cases. But, even late-game the Pickup may be better than the [[Truck]] to deliver the product with small-scale production. For example, Microchips and Spent Fuel.&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Template:Infobox_vehicle&amp;diff=10670</id>
		<title>Template:Infobox vehicle</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Template:Infobox_vehicle&amp;diff=10670"/>
		<updated>2024-01-22T08:27:28Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Infobox material/styles.css&amp;quot; /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;infobox-wrapper&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;outer-box&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;div class=&amp;quot;inner-header&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;div class=&amp;quot;title&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{#if: {{{Name|}}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;| {{{Name}}}&amp;lt;!--&lt;br /&gt;
          ** This variable is used in footer template **&lt;br /&gt;
          --&amp;gt;{{#vardefine:game_object_type|vehicle}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;| Unknown Vehicle }}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;div class=&amp;quot;tier&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{#if: {{{Tier|}}} | T{{{Tier}}} }}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;div class=&amp;quot;inner-main&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:{{#if: {{{Image|}}} | {{{Image}}} | {{#if: {{{Name|}}} | {{{Name}}} | Placeholder vehicle}}.png}}]]&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if: {{{Description|}}} | &amp;lt;!--&lt;br /&gt;
      --&amp;gt;&amp;lt;div class=&amp;quot;description&amp;quot;&amp;gt;{{{Description}}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;div class=&amp;quot;inner-table&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;div class=&amp;quot;inner-inner-table&amp;quot;&amp;gt;&amp;lt;!--  &lt;br /&gt;
      --&amp;gt;&amp;lt;table class=&amp;quot;table&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
        --&amp;gt;{{#if:{{{CreatedIn|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Created in&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{CreatedIn}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;{{#if:{{{Recipe|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Construction&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Recipe}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!-- &lt;br /&gt;
        --&amp;gt;{{#if:{{{CargoSize|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Cargo Size&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{CargoSize}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;{{#if:{{{FuelTank|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Fuel Tank&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{FuelTank}}} {{infoicon|{{#if:{{{Fuel|}}}|{{{Fuel}}}|Diesel}}|icononly=yes}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;{{#if:{{{MaxSpeed|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Max Speed&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{MaxSpeed}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--   &lt;br /&gt;
        --&amp;gt;{{#if:{{{FuelConsumption|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Fuel Consumption&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{FuelConsumption}}} {{infoicon|{{#if:{{{Fuel|}}}|{{{Fuel}}}|Diesel}}|icononly=yes}}{{Time}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--        &lt;br /&gt;
        --&amp;gt;{{#if:{{{Maintenance|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Maintenance&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Maintenance}}} {{#ifeq:{{lc:{{{Maintenance}}}}} | none | | {{infoicon|Maintenance I|icononly=yes}} {{Time}} }}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--        &lt;br /&gt;
        --&amp;gt;{{#if:{{{MaintenanceII|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Maintenance II&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{MaintenanceII}}} {{#ifeq:{{lc:{{{MaintenanceII}}}}} | none | | {{infoicon|Maintenance II|icononly=yes}} {{Time}} }}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--        &lt;br /&gt;
        --&amp;gt;{{#if:{{{Miner|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Compatible Miner&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Miner}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--           &lt;br /&gt;
        --&amp;gt;{{#if:{{{Transport|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Compatible&amp;lt;br&amp;gt;Transport&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Transport}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--           &lt;br /&gt;
        --&amp;gt;{{#if:{{{Variants|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Variants&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Variants}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--           &lt;br /&gt;
      --&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{NAMESPACE}} || [[Category:Vehicles]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Template:Infobox_vehicle/doc&amp;diff=10669</id>
		<title>Template:Infobox vehicle/doc</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Template:Infobox_vehicle/doc&amp;diff=10669"/>
		<updated>2024-01-22T08:26:53Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vehicle&lt;br /&gt;
| Name            = Pickup Truck&lt;br /&gt;
| Image           = Pickup.png&lt;br /&gt;
| Description     = Optional item description goes here. It can be as long or short as you like.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Iron&lt;br /&gt;
    | Input1Qty   = 20&lt;br /&gt;
    | Input2Name  = Copper&lt;br /&gt;
    | Input2Qty   = 10&lt;br /&gt;
    | Input3Name  = Rubber&lt;br /&gt;
    | Input3Qty   = 10&lt;br /&gt;
    | Input4Name  = Diesel&lt;br /&gt;
    | Input4Qty   = 5&lt;br /&gt;
  }}&lt;br /&gt;
| CargoSize       = 20&lt;br /&gt;
| FuelTank        = 5&lt;br /&gt;
| MaxSpeed        = 10&lt;br /&gt;
| FuelConsumption = 0.4&lt;br /&gt;
| Maintenance     = 1.6&lt;br /&gt;
| MaintenanceII   = 99&lt;br /&gt;
| Miner           = [[Small Excavator]]&amp;lt;br&amp;gt;[[Excavator]]&amp;lt;br&amp;gt;[[Tree Harvester]]&amp;lt;br&amp;gt;[[Large Tree Harvester]]&lt;br /&gt;
| Transport       = &lt;br /&gt;
| Variants        = [[Truck]]&amp;lt;br&amp;gt;[[Haul Truck (Dump)]]&amp;lt;br&amp;gt;[[Haul Truck (Tank)]]&lt;br /&gt;
}}&lt;br /&gt;
Example usage:&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox vehicle&lt;br /&gt;
| Name            = Pickup Truck&lt;br /&gt;
| Image           = (if not the same as Name.png)&lt;br /&gt;
| Description     = Optional item description goes here. It can be as long or short as you like.&lt;br /&gt;
| CreatedIn       = [[Vehicles Depot]]&lt;br /&gt;
| Recipe          = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Iron&lt;br /&gt;
    | Input1Qty   = 20&lt;br /&gt;
    | Input2Name  = Copper&lt;br /&gt;
    | Input2Qty   = 10&lt;br /&gt;
    | Input3Name  = Rubber&lt;br /&gt;
    | Input3Qty   = 10&lt;br /&gt;
    | Input4Name  = Diesel&lt;br /&gt;
    | Input4Qty   = 5&lt;br /&gt;
  }}&lt;br /&gt;
| CargoSize       = 20&lt;br /&gt;
| FuelTank        = 5&lt;br /&gt;
| MaxSpeed        = 10&lt;br /&gt;
| FuelConsumption = 0.4&lt;br /&gt;
| Maintenance     = 1.6&lt;br /&gt;
| MaintenanceII   = 99&lt;br /&gt;
| Miner           = [[Small Excavator]]&amp;lt;br&amp;gt;[[Excavator]]&amp;lt;br&amp;gt;[[Tree Harvester]]&amp;lt;br&amp;gt;[[Large Tree Harvester]]&lt;br /&gt;
| Transport       = &lt;br /&gt;
| Variants        = [[Truck]]&amp;lt;br&amp;gt;[[Haul Truck (Dump)]]&amp;lt;br&amp;gt;[[Haul Truck (Tank)]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Infobox templates|Material]]&amp;lt;/includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Template documentation|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Template:Infobox_vehicle&amp;diff=10668</id>
		<title>Template:Infobox vehicle</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Template:Infobox_vehicle&amp;diff=10668"/>
		<updated>2024-01-22T08:25:46Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;templatestyles src=&amp;quot;Template:Infobox material/styles.css&amp;quot; /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;infobox-wrapper&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;outer-box&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;div class=&amp;quot;inner-header&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;div class=&amp;quot;title&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{#if: {{{Name|}}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;| {{{Name}}}&amp;lt;!--&lt;br /&gt;
          ** This variable is used in footer template **&lt;br /&gt;
          --&amp;gt;{{#vardefine:game_object_type|vehicle}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;| Unknown Vehicle }}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;div class=&amp;quot;tier&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{#if: {{{Tier|}}} | T{{{Tier}}} }}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;div class=&amp;quot;inner-main&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;[[File:{{#if: {{{Image|}}} | {{{Image}}} | {{#if: {{{Name|}}} | {{{Name}}} | Placeholder vehicle}}.png}}]]&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if: {{{Description|}}} | &amp;lt;!--&lt;br /&gt;
      --&amp;gt;&amp;lt;div class=&amp;quot;description&amp;quot;&amp;gt;{{{Description}}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;div class=&amp;quot;inner-table&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;div class=&amp;quot;inner-inner-table&amp;quot;&amp;gt;&amp;lt;!--  &lt;br /&gt;
      --&amp;gt;&amp;lt;table class=&amp;quot;table&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
        --&amp;gt;{{#if:{{{CreatedIn|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Created in&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{CreatedIn}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;{{#if:{{{Recipe|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Construction&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Recipe}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!-- &lt;br /&gt;
        --&amp;gt;{{#if:{{{CargoSize|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Cargo Size&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{CargoSize}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;{{#if:{{{FuelTank|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Fuel Tank&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{FuelTank}}} {{infoicon|{{#if:{{{Fuel|}}}|{{{Fuel}}}|Diesel}}|icononly=yes}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--&lt;br /&gt;
        --&amp;gt;{{#if:{{{MaxSpeed|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Max Speed&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{FuelTank}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--   &lt;br /&gt;
        --&amp;gt;{{#if:{{{FuelConsumption|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Fuel Consumption&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{FuelConsumption}}} {{infoicon|{{#if:{{{Fuel|}}}|{{{Fuel}}}|Diesel}}|icononly=yes}}{{Time}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--        &lt;br /&gt;
        --&amp;gt;{{#if:{{{Maintenance|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Maintenance&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Maintenance}}} {{#ifeq:{{lc:{{{Maintenance}}}}} | none | | {{infoicon|Maintenance I|icononly=yes}} {{Time}} }}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--        &lt;br /&gt;
        --&amp;gt;{{#if:{{{MaintenanceII|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Maintenance II&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{MaintenanceII}}} {{#ifeq:{{lc:{{{MaintenanceII}}}}} | none | | {{infoicon|Maintenance II|icononly=yes}} {{Time}} }}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--        &lt;br /&gt;
        --&amp;gt;{{#if:{{{Miner|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Compatible Miner&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Miner}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--           &lt;br /&gt;
        --&amp;gt;{{#if:{{{Transport|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Compatible&amp;lt;br&amp;gt;Transport&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Transport}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--           &lt;br /&gt;
        --&amp;gt;{{#if:{{{Variants|}}}|&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;tr class=&amp;quot;table-tr&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-left&amp;quot;&amp;gt;Variants&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
            --&amp;gt;&amp;lt;td class=&amp;quot;table-td-right&amp;quot;&amp;gt;{{{Variants}}}&amp;lt;/td&amp;gt;&amp;lt;!--&lt;br /&gt;
          --&amp;gt;&amp;lt;/tr&amp;gt;}}&amp;lt;!--           &lt;br /&gt;
      --&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{NAMESPACE}} || [[Category:Vehicles]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Settlement&amp;diff=10667</id>
		<title>Settlement</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Settlement&amp;diff=10667"/>
		<updated>2024-01-20T07:21:08Z</updated>

		<summary type="html">&lt;p&gt;Keranik: &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 0.5.2)&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]]&amp;quot; and &amp;quot;[[#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]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Water}}&lt;br /&gt;
| 65.5 || rowspan = 2 | 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;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Waste Water}}&lt;br /&gt;
| 54.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Electricity}}&lt;br /&gt;
| 1.44 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; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Health|icononly=yes}}Hospitals ({{infoicon|Medical Supplies III|new=yes|icononly=yes}}{{infoicon|Medical Supplies II|new=yes|icononly=yes}}{{infoicon|Medical Supplies|new=yes}})&lt;br /&gt;
| 5.5|| 0.60-1.20|| 15-25&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|Household Goods}}&lt;br /&gt;
| 10.7 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Household Appliances|new=yes}}&lt;br /&gt;
| 7.8 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | {{infoicon|Consumer Electronics|new=yes}}&lt;br /&gt;
| 3.9 || 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; |&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;
&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 !! Increased Demand !! Additional Unity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing II]]&lt;br /&gt;
| {{infoicon|Electricity}} +10%&amp;lt;br/&amp;gt;{{infoicon|Water}} and {{infoicon|Waste Water}} +5%&lt;br /&gt;
| +50% if {{infoicon|Electricity}} and {{infoicon|Water}} are provided, and {{infoicon|Waste Water}} is removed&lt;br /&gt;
|-&lt;br /&gt;
| [[Housing III]]&lt;br /&gt;
| {{infoicon|Electricity}} +20%&amp;lt;br/&amp;gt;{{infoicon|Water}} and {{infoicon|Waste Water}} +10%&lt;br /&gt;
| +100% if {{infoicon|Electricity}}, {{infoicon|Water}}, and {{infoicon|Household Goods|new=yes}} are provided and {{infoicon|Waste Water}} is removed. This bonus replaces the previous one&lt;br /&gt;
|}&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 single food is provided to settlements, the demand for food will be the following value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Demand for Food (Version 0.5.2)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Food Category !! Food !! Demand {{time}}&amp;lt;br/&amp;gt;per 100 pops&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | Carbs&lt;br /&gt;
| {{infoicon|Potato|new=yes}} || 4.7&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Corn|new=yes}} || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Bread|new=yes}} || 2.2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 4 | Protein&lt;br /&gt;
| {{infoicon|Meat|new=yes}} || 3.0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Eggs|new=yes}} || 3.3&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Tofu|new=yes}} || 2.0&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Sausage|new=yes}} || 3.7&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Vitamins&lt;br /&gt;
| {{infoicon|Vegetables|new=yes}} || 4.7&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Fruit|new=yes}} || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Treats&lt;br /&gt;
| {{infoicon|Snack|new=yes}} || 5.8&lt;br /&gt;
|-&lt;br /&gt;
| {{infoicon|Cake|new=yes}} || 2.8&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, and the total for all food will be similar to the case of the single food provided. The exact value at version 0.4.9 can be calculated in the following formula. &lt;br /&gt;
&lt;br /&gt;
:Demand {{time}} per 100 pops = A / (N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt; &amp;amp;times; N)&lt;br /&gt;
::A: Demand when only this food is provided (Value in above table)&lt;br /&gt;
::N&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;: Number of provided food category&lt;br /&gt;
::N: Number of type of provided food in same category&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 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 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 III|new=yes|icononly=yes}}{{infoicon|Medical Supplies II|new=yes|icononly=yes}}{{infoicon|Medical Supplies|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;/div&gt;</summary>
		<author><name>Keranik</name></author>
	</entry>
</feed>