Editing Module:Ecopedia

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-- Eco Version : 0.9.7.6 beta release-420
-- Eco Version : 0.9.4.0 beta release-237
-- Export Language: English
-- Export Language: English


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                     ['summary'] = 'Allows citizens to set the access rights of a given object.',
                     ['summary'] = 'Allows citizens to set the access rights of a given object.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'StandaloneAuthComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Authorization Component allows specifying what permissions citizens have on the object.\n\n    '}, {'EcopediaSection', '\n\nThe Deed displayed here is simply a link to the deed of the Property which the object is on (or the deed associated with the Vehicle if it is one).\n\nAuthorized Consumers can be listed here, either as specific people, Titles, or Demographics.  Anyone listed can interact with the object without having full control.  A store, for example, will allow citizens with consumer rights to buy and sell there, but only citizens with full rights to the property may change what is for sale, or move the store itself.\n\nAll placed objects have authorization components.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Authorization Component allows specifying what permissions citizens have on the object.\n\n    '}, {'EcopediaSection', '\n\nThe Deed displayed here is simply a link to the deed of the Property which the object is on (or the deed associated with the Vehicle if it is one).\n\nAuthorized Consumers can be listed here, either as specific people, Titles, or Demographics.  Anyone listed can interact with the object without having full control.  A store, for example, will allow citizens with consumer rights to buy and sell there, but only citizens with full rights to the property may change what is for sale, or move the store itself.\n\nAll placed objects have authorization components.\n\n  '}},
         },
         },
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                     ['displayNameUntranslated'] = 'Baking',
                     ['displayNameUntranslated'] = 'Baking',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Baked Agave Item', 'Baked Beet Item', 'Baked Corn Item', 'Baked Heart Of Palm Item', 'Baked Meat Item', 'Baked Roast Item', 'Baked Taro Item', 'Baked Tomato Item', 'Bearclaw Item', 'Bread Item', 'Camas Bread Item', 'Camas Bulb Bake Item', 'Elk Wellington Item', 'Fantastic Forest Pizza Item', 'Flatbread Item', 'Fruit Muffin Item', 'Fruit Tart Item', 'Hearty Hometown Pizza Item', 'Huckleberry Fritter Item', 'Huckleberry Pie Item', 'Leavened Dough Item', 'Macarons Item', 'Meat Pie Item', 'Pastry Dough Item', 'Pirozhok Item', 'Roast Pumpkin Item', 'Sensuous Sea Pizza Item', 'Stuffed Turkey Item', 'Tasty Tropical Pizza Item', 'Worldly Donut Item'},
                     ['subpages'] = {'Baked Agave Item', 'Baked Beet Item', 'Baked Corn Item', 'Baked Heart Of Palm Item', 'Baked Meat Item', 'Baked Roast Item', 'Baked Taro Item', 'Baked Tomato Item', 'Bearclaw Item', 'Bread Item', 'Camas Bread Item', 'Camas Bulb Bake Item', 'Elk Wellington Item', 'Fantastic Forest Pizza Item', 'Flatbread Item', 'Fruit Muffin Item', 'Fruit Tart Item', 'Hearty Hometown Pizza Item', 'Huckleberry Pie Item', 'Leavened Dough Item', 'Macaroons Item', 'Meat Pie Item', 'Pastry Dough Item', 'Pirozhok Item', 'Sensuous Sea Pizza Item', 'Stuffed Turkey Item', 'Tasty Tropical Pizza Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
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                     ['displayName'] = 'Bank Accounts',
                     ['displayName'] = 'Bank Accounts',
                     ['displayNameUntranslated'] = 'Bank Accounts',
                     ['displayNameUntranslated'] = 'Bank Accounts',
                     ['summary'] = 'Bank accounts serve as a storage and separation of currency for different uses by various citizens and government entities.',
                     ['summary'] = 'Bank accounts serve as a storage and separation of currency for various uses by various citizens and government entities.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
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                     ['summary'] = 'The Bank component is used to create and manage bank accounts',
                     ['summary'] = 'The Bank component is used to create and manage bank accounts',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'BankComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Bank Component is where Bank Accounts are created and managed. Citizens can create multiple accounts for themselves or share accounts with other citizens. Accounts can also be assigned to Titles and Demographics.'}, {'EcopediaSection', 'Account Users can perform transactions using the account (adding and removing funds).\n\nAccount Managers can change the users in both the manager list and the user list, rename the account, and perform transactions. \n\nIn the Advanced Settings, you can set the account as a Government Account.  Government accounts can receive and pay out tax funds, and are ignored when collecting tax and calculating personal wealth. To set this, you must have government banking priviliges, assigned by an Elected Title.'}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Bank Component is where Bank Accounts are created and managed. Citizens can create multiple accounts for themselves or share accounts with other citizens. Accounts can also be assigned to Titles and Demographics.'}, {'EcopediaSection', 'Account Users can perform transactions using the account (adding and removing funds).\n\nAccount Managers can change the users in both the manager list and the user list, rename the account, and perform transactions. \n\nIn the Advanced Settings, you can set the account as a Government Account.  Government accounts can receive and pay out tax funds, and are ignored when collecting tax and calculating personal wealth. To set this, you must have government banking priviliges, assigned by an Elected Title.'}, {'EcopediaSection', 'Objects Containing a Bank\n\nBank\n\n'}},
         },
         },
         ['Basic Upgrades'] = {
         ['Basic Upgrades'] = {
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                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Basic Upgrade Lvl 1 Item', 'Basic Upgrade Lvl 2 Item', 'Basic Upgrade Lvl 3 Item', 'Basic Upgrade Lvl 4 Item'},
                     ['subpages'] = {'Basic Upgrade Lvl 1 Item', 'Basic Upgrade Lvl 2 Item', 'Basic Upgrade Lvl 3 Item', 'Basic Upgrade Lvl 4 Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Bathroom'] = {
                    ['displayName'] = 'Bathroom',
                    ['displayNameUntranslated'] = 'Bathroom',
                    ['summary'] = nil,
                    ['subpages'] = {'Bathtub Item', 'Large Bath Mat Item', 'Latrine Item', 'Sink Item', 'Small Bath Mat Item', 'Small Sink Item', 'Toilet Item', 'Towel Rack Item', 'Washboard Item', 'Washing Machine Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
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                     ['summary'] = 'Allows sleeping in single-player servers or servers where sleep is enabled.',
                     ['summary'] = 'Allows sleeping in single-player servers or servers where sleep is enabled.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'BedComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'Beds allow citizens to accelerate time when all citizens are using it simultaneously (or offline).  \n\n  \n\n(This feature is disabled by default on dedicated servers to prevent accelerating time when users are offline, but can be enabled by a server administrator.)'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Beds allow citizens to accelerate time when all citizens are using it simultaneously (or offline).  \n\n  \n\n(This feature is disabled by default on dedicated servers to prevent accelerating time when users are offline, but can be enabled by a server administrator.)'}, {'EcopediaSection', 'Objects Containing a Bed\n\nCampsite\n\nWooden Fabric Bed\n\nWooden Straw Bed\n\n'}},
         },
         },
         ['Bedroom'] = {
         ['Beds'] = {
                     ['displayName'] = 'Bedroom',
                     ['displayName'] = 'Beds',
                     ['displayNameUntranslated'] = 'Bedroom',
                     ['displayNameUntranslated'] = 'Beds',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Cast Iron Bed Item', 'Cast Iron Royal Bed Item', 'Hardwood Lumber Dresser Item', 'Hewn Dresser Item', 'Hewn Nightstand Item', 'Lumber Dresser Item', 'Nylon Futon Bed Item', 'Softwood Lumber Dresser Item', 'Wooden Fabric Bed Item', 'Wooden Straw Bed Item'},
                     ['subpages'] = {'Wooden Fabric Bed Item', 'Wooden Straw Bed Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
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                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'After collecting some basic raw materials, building is one of the first things a citizen will do to establish themselves in the world.\n\n  \n\n  '}, {'EcopediaHeader', 'Buildings in Eco'}, {'EcopediaSection', '\n\nBuildings are divided up into Rooms and serve a variety of purposes.\n\nSome of these uses include:\n\n- Making a home filled with furniture to gain bonus Experience from housing\n\n- Providing a space for Crafting stations to function\n\n- Housing the various Civic Objects neccesary to establish a government\n\n'}, {'EcopediaHeader', 'Creating Buildings'}, {'EcopediaSection', 'When carrying a building material, the hammer is able to switch between different block shapes and building patterns.\n\nCitizens build their first homes using a Stone Hammer, but as technology progresses increasingly better building tools become available that consume less calories when used.\n\nLarge-scale construction projects can be quickly completed with the use of a Crane, but at the cost of creating Pollution.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'After collecting some basic raw materials, building is one of the first things a citizen will do to establish themselves in the world.\n\n  \n\n  '}, {'EcopediaHeader', 'Buildings in Eco'}, {'EcopediaSection', '\n\nBuildings are divided up into Rooms and serve a variety of purposes.\n\nSome of these uses include:\n\n- Making a home filled with furniture to gain bonus Experience from housing\n\n- Providing a space for Crafting stations to function\n\n- Housing the various Civic Objects neccesary to establish a government\n\n'}, {'EcopediaHeader', 'Creating Buildings'}, {'EcopediaSection', 'When carrying a building material, the hammer is able to switch between different block shapes and building patterns.\n\nCitizens build their first homes using a Stone Hammer, but as technology progresses increasingly better building tools become available that consume less calorie when used.\n\nLarge-scale construction projects can be quickly completed with the use of a Crane, but at the cost of creating Pollution.\n\n  '}},
         },
         },
         ['Building Materials'] = {
         ['Building Materials'] = {
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                     ['displayNameUntranslated'] = 'Building Materials',
                     ['displayNameUntranslated'] = 'Building Materials',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Ashlar Basalt Item', 'Ashlar Gneiss Item', 'Ashlar Granite Item', 'Ashlar Limestone Item', 'Ashlar Sandstone Item', 'Ashlar Shale Item', 'Brick Item', 'Composite Birch Lumber Item', 'Composite Cedar Lumber Item', 'Composite Ceiba Lumber Item', 'Composite Fir Lumber Item', 'Composite Joshua Lumber Item', 'Composite Lumber Item', 'Composite Oak Lumber Item', 'Composite Palm Lumber Item', 'Composite Redwood Lumber Item', 'Composite Saguaro Lumber Item', 'Composite Spruce Lumber Item', 'Corrugated Steel Item', 'Cotton Carpet Item', 'Cotton Curtains Item', 'Flat Steel Item', 'Framed Glass Item', 'Glass Item', 'Hardwood Hewn Log Item', 'Hardwood Lumber Item', 'Hewn Log Item', 'Lumber Item', 'Mortared Granite Item', 'Mortared Limestone Item', 'Mortared Sandstone Item', 'Mortared Stone Item', 'Nylon Carpet Item', 'Nylon Curtains Item', 'Reinforced Concrete Item', 'Softwood Hewn Log Item', 'Softwood Lumber Item', 'Wool Carpet Item', 'Wool Curtains Item'},
                     ['subpages'] = {'Ashlar Basalt Item', 'Ashlar Gneiss Item', 'Ashlar Granite Item', 'Ashlar Limestone Item', 'Ashlar Sandstone Item', 'Ashlar Shale Item', 'Brick Item', 'Composite Birch Lumber Item', 'Composite Cedar Lumber Item', 'Composite Ceiba Lumber Item', 'Composite Fir Lumber Item', 'Composite Joshua Lumber Item', 'Composite Lumber Item', 'Composite Oak Lumber Item', 'Composite Palm Lumber Item', 'Composite Redwood Lumber Item', 'Composite Saguaro Lumber Item', 'Composite Spruce Lumber Item', 'Corrugated Steel Item', 'Cotton Carpet Item', 'Flat Steel Item', 'Framed Glass Item', 'Glass Item', 'Hardwood Hewn Log Item', 'Hardwood Lumber Item', 'Hewn Log Item', 'Lumber Item', 'Mortared Granite Item', 'Mortared Limestone Item', 'Mortared Sandstone Item', 'Mortared Stone Item', 'Nylon Carpet Item', 'Reinforced Concrete Item', 'Softwood Hewn Log Item', 'Softwood Lumber Item', 'Wool Carpet Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
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                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Carpenters are specialist at working with wood.\n\n  - Logging allows citizens to chop trees faster while expending less calories. In addition, this specialty is used to produce Hewn Log which are the primary building material for the carpentry profession.\n\n  - Carpentry allows citizens to produce wooden furniture and Boards. By using a Sawmill, citizens with this specialty can produce Lumber and higher quality furniture.\n\n  - Composites allows citizens to use advanced technology to produce the finest quality wood building material.\n\n  - Paper Milling allows citizens to refine wood pulp into Paper. Paper is used for some specialty furniture.\n\n '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Carpenters are specialist at working with wood.\n\n  - Logging allows citizens to chop trees faster while expending less calories. In addition, this specialty is used to produce Hewn Log which are the primary building material for the carpentry profession.\n\n  - Carpentry allows citizens to produce wooden furniture and Boards. By using a Sawmill, citizens with this specialty can produce Lumber and higher quality furniture.\n\n  - Composites allows citizens to use advanced technology to produce the finest quality wood building material.\n\n  - Paper Milling allows citizens to refine wood pulp into Paper. Paper is used for some specialty furniture.\n\n '}},
        },
        ['Channels'] = {
                    ['displayName'] = 'Channels',
                    ['displayNameUntranslated'] = 'Channels',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
         },
         },
         ['Charred Food'] = {
         ['Charred Food'] = {
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                     ['summary'] = 'Allows citizens to participate in elections and perform executive actions.',
                     ['summary'] = 'Allows citizens to participate in elections and perform executive actions.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'PerformCivicActionComponent'},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe Civic Action Component allows citizens to participate in Elections, perform Executive Actions, and resign from office, depending on which object is being used.\n\n'}, {'EcopediaHeader', 'Participating in Elections'}, {'EcopediaSection', '\n\nWhen using the Civic Action Component at a Ballot Box, citizens can run for Elected Titles and participate in elections. \n\nBy pressing the Vote button, players are redirected to the web interface where they can see all running Elections, discuss them with their fellow citizens, provide evidence for their arguments with Data, and vote.  \n\nCitizens who have been granted Veto power in the current Election Process can instantly overturn an election.\n\nTo run for elected titles, first an eligible citizen must use the Start Election action. Once an election has started, eligible citizens can select Enter Election to join the race and give a campaign speech. Candidates can opt to Withdraw from Election at any time using the option available on a Ballot Box.\n\n'}, {'EcopediaHeader', 'Performing Executive Actions'}, {'EcopediaSection', '\n\nUsing the Civic Action Component at an Executive Office allows an elected title to perform one-time executive actions that affect a set of citizens.\n\nThe Citizen Conditions dictate which citizens the executive action applies to, and multiple conditions can be set for a citizen to qualify. To perform an action for all citizens, use the Demographic ‘Everyone’ as the citizen condition.\n\nThe Action on Each Citizen will take effect as soon as the executive action is approved. Multiple actions can be performed at once for each citizen who meets the conditions.\n\n'}, {'EcopediaHeader', 'Government Office Actions'}, {'EcopediaSection', '\n\nAt the Government Office, the Civic Action Component allows elected titles to resign or remove other elected titles from office.\n\nThe Resign from Office action allows any elected official to step down from their position. If a Successor title was assigned to the Elected Title when it was created, a new official will be randomly selected from all citizens holding that title; otherwise the Elected Title becomes vacant.\n\nThe Remove Official from Office action allows citizens who have been given the authority to remove elected titles from office. The same rules for finding a successor apply as if the official resigned.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe Civic Action Component allows citizens to participate in Elections, perform Executive Actions, and resign from office, depending on which object is being used.\n\n'}, {'EcopediaHeader', 'Participating in Elections'}, {'EcopediaSection', '\n\nWhen using the Civic Action Component at a Ballot Box, citizens can run for Elected Titles and participate in elections. \n\nBy pressing the Vote button, players are redirected to the web interface where they can see all running Elections, discuss them with their fellow citizens, provide evidence for their arguments with Data, and vote.  \n\nCitizens who have been granted Veto power in the current Election Process can instantly overturn an election.\n\nTo run for elected titles, first an eligible citizen must use the Start Election action. Once an election has started, eligible citizens can select Enter Election to join the race and give a campaign speech. Candidates can opt to Withdraw from Election at any time using the option available on a Ballot Box.\n\n'}, {'EcopediaHeader', 'Performing Executive Actions'}, {'EcopediaSection', '\n\nUsing the Civic Action Component at an Executive Office allows an elected title to perform one-time executive actions that affect a set of citizens.\n\nThe Citizen Conditions dictate which citizens the executive action applies to, and multiple conditions can be set for a citizen to quality. To perform an action for all citizens, use the Demographic ‘Everyone’ as the citizen condition.\n\nThe Action on Each Citizen will take effect as soon as the executive action is approved. Multiple actions can be performed at once for each citizen who meets the conditions.\n\n'}, {'EcopediaHeader', 'Government Office Actions'}, {'EcopediaSection', '\n\nAt the Government Office, the Civic Action Component allows elected titles to resign or remove other elected titles from office.\n\nThe Resign from Office action allows any elected official to step down from their position. If a Successor title was assigned to the Elected Title when it was created, a new official will be randomly selected from all citizens holding that title; otherwise the Elected Title becomes vacant.\n\nThe Remove Official from Office action allows citizens who have be given the authority the remove elected titles from office. The same rules for finding a successor apply as if the official resigned.\n\n'}, {'EcopediaSection', 'Objects Containing a Perform Civic Action Component\n\nBallot Box\n\nExecutive Office\n\nGovernment Office\n\n'}},
         },
         },
         ['Civic Articles'] = {
         ['Civic Articles'] = {
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                     ['summary'] = 'A set of rules about how the government works.',
                     ['summary'] = 'A set of rules about how the government works.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'CivicArticle'},
                     ['sectionsText'] = {{'EcopediaSection', 'Constitutional Articles define how things happen in the government: who can pass laws, set taxes, change the rules, etc.  It can also define certain actions as needing an election, by specifying an Election Process inside them.  \n\nConstitutional Articles can be added in two places.  On a Capitol, you can add up to three, and on Amendments you can add up to another 10 more per item.\n\nDefining the rules of the government is very important for keeping it a stable, society-supporting structure.  Governments can be granted a great deal of power over the world with laws, and there\'s a danger of this power being abused.  By setting a system of checks and balances, citizens can design a government that can undergo a number of changes, including changes of leadership, while maintaining the power to effect positive changes in the world.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Consitutional Articles define how things happen in the government: who can pass laws, set taxes, change the rules, etc.  It can also define certain actions as needing an election, by specifying an Election Process inside them.  \n\nConstitutional Articles can be added in two places.  On a Capitol, you can add up to three, and on Amendments you can add up to another 10 more per item.\n\nDefining the rules of the government is very important for keeping it a stable, society-supporting structure.  Governments can be granted a great deal of power over the world with laws, and there\'s a danger of this power being abused.  By setting a system of checks and balances, citizens can design a government that can undergo a number of changes, including changes of leadership, while maintaining the power to effect positive changes in the world.\n\n'}},
         },
         },
         ['Civic Duties'] = {
         ['Civic Duties'] = {
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                     ['summary'] = 'The Civic Object Component allows citizens to propose, amend, and repeal civic objects.',
                     ['summary'] = 'The Civic Object Component allows citizens to propose, amend, and repeal civic objects.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'CivicObjectComponent'},
                     ['sectionsText'] = {{'EcopediaSection', '    \n\nThe Civic Object Component allows citizens to propose, amend, and repeal various Civic Objects. '}, {'EcopediaHeader', 'Types of Civic Objects'}, {'EcopediaSection', '\n\nOnce a Constitution is passed, new government policies are contained as Civic Objects in the government building they were created in. There are many types of government buildings, each with their own type of civic object:\n\n- Laws are set at a Court\n\n- Demographics are set at a Census Bureau\n\n- Districts are set at a Zoning Office\n\n- Elected Titles are set at a Government Office\n\n- Civic Articles are set at a Capitol or Amendments\n\n- Election Processes are set at a Board Of Elections\n\n '}, {'EcopediaHeader', 'Proposing Civic Objects'}, {'EcopediaSection', '\n\nClicking the "Draft" button will allow a citizen to propose a new civic object. Citizens can optionally begin a new draft to a civic object by clicking the "Copy" button which appears when hovering over the icon. This will bring up a dialog allowing you to select any civic object (past or present) to use as a basis. \n\nBy visiting the Civic Object Component on a government building that already contains civic objects, these policies can be amended or repealed. To repeal a civic object, click the red \'X\' that appears when you mouse over the icon.  To amend an existing one, click the "Revise" button available in the interface.\n\nThe buildings containing civic objects must remain placed and active for the civic object to stay in effect. If a government building is picked up, all civic objects contained on it come with it and they will eventually become disabled if the building is not replaced.\n\n '}, {'EcopediaHeader', 'Civic Duties'}, {'EcopediaSection', 'Within a Civic Object Component, you will see a list of your Civic Duties. This informs the citizen what permissions they have regarding civic objects, given the current Constitution.The possibilities of different civic duties are:'}, {'EcopediaSection', '\n\n- Apply Changes Immediately: Citizens given executive privilege can add, remove, and edit civic objects immediately.\n\n- Propose via Election: Citizens with the ability to propose elections will be able to propose an addition/deletion/edit, which will then trigger a new election (using whatever Election Process that is defined in the constitution).\n\n- View Only: If the citizen has no privileges as defined in the constitution, they may only view the civic objects by clicking on them and are not allowed to make changes.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', '    \n\nThe Civic Object Component allows citizens to propose, amend, and repeal various Civic Objects. '}, {'EcopediaHeader', 'Types of Civic Objects'}, {'EcopediaSection', '\n\nOnce a Constitution is passed, new government policies are contained as Civic Objects in the government building they were created in. There are many types of government buildings, each with their own type of civic object:\n\n- Laws are set at a Court\n\n- Demographics are set at a Census Bureau\n\n- Districts are set at a Zoning Office\n\n- Elected Titles are set at a Government Office\n\n- Civic Articles are set at a Capitol or Amendments\n\n- Election Processes are set at a Board Of Elections\n\n '}, {'EcopediaHeader', 'Proposing Civic Objects'}, {'EcopediaSection', '\n\nClicking the "Draft" button will allow a citizen to propose a new civic object. Citizens can optionally begin a new draft to a civic object by clicking the "Copy" button which appears when hovering over the icon. This will bring up a dialog allowing you to select any civic object (past or present) to use as a basis. \n\nBy visiting the Civic Object Component on a government building that already contains civic objects, these policies can be amended or repealed. To repeal a civic object, click the red \'X\' that appears when you mouse over the icon.  To amend an existing one, click the "Revise" button available in the interface.\n\nThe buildings containing civic objects must remain placed and active for the civic object to stay in effect. If a government building is picked up, all civic objects contained on it come with it and they will eventually become disabled if the building is not replaced.\n\n '}, {'EcopediaHeader', 'Civic Duties'}, {'EcopediaSection', 'Within a Civic Object Component, you will see a list of your Civic Duties. This informs the citizen what permissions they have regarding civic objects, given the current Constitution.The possibilities of different civic duties are:'}, {'EcopediaSection', '\n\n- Apply Changes Immediately: Citizens given executive privilege can add, remove, and edit civic objects immediately.\n\n- Propose via Election: Citizens with the ability to propose elections will be able to propose an addition/deletion/edit, which will then trigger a new election (using whatever Election Process that is defined in the constitution).\n\n- View Only: If the citizen has no privileges as defined in the constitution, they may only view the civic objects by clicking on them and are not allowed to make changes.\n\n  '}, {'EcopediaSection', 'Objects Containing a Civic Object Component\n\nAmendments\n\nBoard Of Elections\n\nCensus Bureau\n\nCourt\n\nGovernment Office\n\nImmigration Desk Item\n\nZoning Office\n\n'}},
         },
         },
         ['Clothing'] = {
         ['Clothing'] = {
Line 234: Line 218:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'A constitution is a founding document defining how a society will be governed.  A constitution must be created before any other government object. They are created at a Capitol.\n\n \n\nRatifying a Constitution\n\nOnce a capitol is placed, a constitution can be proposed by opening it and clicking Create Ratification Election Draft. You can add additional provisions (Titles, Election Processes, etc.) to the election before starting voting. These provisions can then be referenced in the constitution draft.\n\nOverthrowing Governments\n\nIf there is already a constitution active, a new constitution can be proposed to take its place if the housing value of the new capitol room exceeds that of the existing capitol by a significant amount, depending on the server settings.\n\n \n\nNote: A forthcoming update of Eco will allow multiple concurrent governments.'}},
                     ['sectionsText'] = {{'EcopediaSection', 'A constitution is a founding document defining how a society will be governed.  A constitution must be created before any other government object. They are created at a Capitol.\n\n \n\nRatifying a Constitution\n\nOnce a capitol is placed, a constitution can be proposed by opening it and clicking Create Ratification Election Draft. You can add additional provisions (Titles, Election Processes, etc.) to the election before starting voting. These provisions can be then be referenced in the constitution draft.\n\nOverthrowing Governments\n\nIf there is already a constitution active, a new constitution can be proposed to take its place if the housing value of the new capitol room exceeds that of the existing capitol by a significant amount, depending on the server settings.\n\n \n\nNote: A forthcoming update of Eco will allow multiple concurrent governments.'}},
         },
         },
         ['Contract Board Component'] = {
         ['Contract Board Component'] = {
                     ['displayName'] = 'Contract Board Component',
                     ['displayName'] = 'Contract Board Component',
                     ['displayNameUntranslated'] = 'Contract Board Component',
                     ['displayNameUntranslated'] = 'Contract Board Component',
                     ['summary'] = 'The Contract Board Component allows citizens to post or accept contracts and work party offers.',
                     ['summary'] = 'The Contract Board Component allows citizens to post or accept contracts and work party offers',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'ContractBoardComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Contract Board Component allows citizens to post and accept Contracts and Work Parties, allowing enforced labor and other agreements between citizens.'}, {'EcopediaHeader', 'Setting Up a Contract'}, {'EcopediaSection', '\n\nWhen posting a contract, it may have as many or as few clauses as desired, and each clause can be configured to describe the job requested.  Each clause must be satisfied before the contract is considered complete.\n\nWhen \'Auto-Accept\' is checked, completion of contracts is auto-detected by the system.  For example, if a contract is set to build a road between two points, the contractor performing the work can open the contract in their side menu and press \'Job Finished\', which will trigger a detection if the job is indeed complete. If so, the contract will be paid out according to the agreement and automatically closed.\n\nThe \'Custom Clause\' is a special clause that allows players to describe in words what they would like done. If a contract contains such a clause, it must be manually approved by the client (auto-accept may not be checked), since auto-detection can\'t determine when it\'s finished.\n\n  \n\nWhen auto-detection is unchecked, the contractor will click \'Job Finished\' when they believe the job is done, and the contractor will then either accept or reject the completion.  Contracts without auto-accept require more trust between citizens, as there is no guarantee the contractor will honestly accept a completed job.  Citizens are advised to use Reputation as a means of determining trust in these situations.\n\nContracts have a set time length they must be completed within, determined when posting the contract. In addition, contracts can be set to repeat for recurring jobs. When this is enabled, each time a contract is accepted, repetition counter will be reduced by one.\n\nAny payment offered for a contract will be held in a special Escrow Bank Account while the contract is active.  If the contract is completed successfully, that payment will be transferred to the contractor, and if it fails it will be refunded to the client.  A deposit can also be collected by the contractor, which will be held in escrow and refunded to the contractor upon successful completion, or given to the client upon failure.\n\n  '}, {'EcopediaHeader', 'Work Parties'}, {'EcopediaSection', '\n\nWork Parties can also be posted on a Contract Board, allowing the creation of tasks that can be completed by multiple other citizens, as opposed to contracts which is an agreement between two parties only. Before posting a work party, a citizen must start a work order on a crafting table they own.\n\nAfter posting a work party, Laborers can join the project at the Contract Board. By default, anyone can join the work party as a laborer, but requirements can be set for individual roles or general requirements for anyone to join. When \'Expand Roles When Full\' is checked, space for new laborers to join is created automatically when all roles are filled.\n\nWhen setting the Work desired, the poster of the work party can decide to hire for labor, resources, or both. Any citizen who contributes to the work party will receive a share of the payment based on the amount of work they provided. By assigning additional Weight to a particular job in a work party, that job will receive a higher share of the payment.\n\n'}, {'EcopediaSection', '\n\nThere are a variety of Payment options for a work party, and multiple payment options can be offered for the same work party.\n\n- When offering Currency as payment, there is an option to \'Pay as you Go\' which will pay out laborers as they contribute instead of paying a lump sum when the contract is finished.\n\n- When offering Reputation as payment, it will be split by all citizens who contributed when the work party is finished.\n\n- When offering Research as payment, all citizens who contribute the required amount will instantly discover the technology when the work party is finished. Research can be offered as payment only when the work party is creating a research book or if the citizen offering the work party has the research book in their inventory when posting the work party.\n\n- When granting a Title as payment, the citizen posting the contract must be a title manager for the title being offered. All citizens who contribute the minimum amount will be granted the new title. The Access Type determines if they will become a title manager or title user.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Contract Board Component allows citizens to post and accepts Contracts and Work Parties, allowing enforced labor and other agreements between citizens.'}, {'EcopediaHeader', 'Setting Up a Contract'}, {'EcopediaSection', '\n\nWhen posting a contract, it may have as many or as few clauses as desired, and each clause can be configured to describe the job requested.  Each clause must be satisfied before the contract is considered complete.\n\nWhen \'Auto-Accept\' is checked, completion of contracts is auto-detected by the system.  For example, if a contract is set to build a road between two points, the contractor performing the work can open the contract in their side menu and press \'Job Finished\', which will trigger a detection if the job is indeed complete. If so, the contract will be paid out according to the agreement and automatically closed.\n\nThe \'Custom Clause\' is a special clause that allows players to describe in words what they would like done. If a contract contains such a clause, it must be manually approved by the client (auto-accept may not be checked), since auto-detection can\'t determine when it\'s finished.\n\n  \n\nWhen auto-detection is unchecked, the contractor will click \'Job Finished\' when they believe the job is done, and the contractor will then either accept or reject the completion.  Contracts without auto-accept require more trust between citizens, as there is no guarantee the contractor will honestly accept a completed job.  Citizens are advised to use Reputation as a means of determining trust in these situations.\n\nContracts have a set time length they must be completed within, determined when posting the contract. In addition, contracts can be set to repeat for reoccurring jobs - when this is enabled, each time a contract is accepted the repetition counter will reduce by one.\n\nAny payment offered for a contract will be held in a special Escrow Bank Account while the contract is active.  If the contract completes successfully, that payment will be transferred to the contractor, and if it fails it will be refunded to the client.  A deposit can also be collected by the contractor, which will be held in escrow and refunded to the contractor upon successful completion, or given to the client upon failure.\n\n  '}, {'EcopediaHeader', 'Work Parties'}, {'EcopediaSection', '\n\nWork Parties can also be posted on a Contract Board, allowing the creation of tasks that can be completed by multiple other citizens, as opposed to contracts which are an agreement between two parties only. Before posting a work party, a citizen must start a work order on a crafting table they own.\n\nAfter posting a work party, Laborers can join the project at the Contract Board. By default anyone can join the work party as a laborer, but requirements can be set for individual roles or general requirements for anyone to join. When \'Expand Roles When Full\' is checked, space for new laborers to join is created automatically when all roles are filled.\n\nWhen setting the Work desired, the poster of the work party can decide to hire for labor, resources, or both. Any citizen who contributes to the work party will recieve a share of the payment based on the amount of work they provided. By assigning additional Weight to a particular job in a work party, that job will recieve a higher share of the payment.\n\n'}, {'EcopediaSection', '\n\nThere are a variety of Payment options for a work party, and multiple payment options can be offered for the same work party.\n\n- When offering Currency as a payment, there is an option to \'Pay as you Go\' which will pay out laborers as they contribute instead of paying a lump sum when the contract is finished.\n\n- When offering Reputation as a payment, it will be split by all citizens who contributed when the work party is finished.\n\n- When offering Research as a payment, all citizens who contribute the required amount will instantly discover the technology when the work party is finished. Research can be offered as payment only when the work party is creating a research book or if the citizen offering the work party has the research book in their inventory when posting the work party.\n\n- When granting a Title as a payment, the citizen posting the contract must be a title manager for the title being offered. All citizens who contribute the minimum amount will be granted the new title. The Access Type determines if they will become a title manager or title user.\n\n'}, {'EcopediaSection', 'Objects Containing a Contract Board Component\n\nContract Board\n\n'}},
         },
         },
         ['Contracts'] = {
         ['Contracts'] = {
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                     ['displayNameUntranslated'] = 'Cooking',
                     ['displayNameUntranslated'] = 'Cooking',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Agouti Enchiladas Item', 'Autumn Stew Item', 'Banh Xeo Item', 'Basic Salad Item', 'Bear SUPREMEItem', 'Bison Chow Fun Item', 'Boiled Sausage Item', 'Clam Chowder Item', 'Corn Fritters Item', 'Crimson Salad Item', 'Crispy Bacon Item', 'Elk Taco Item', 'Fish NChips Item', 'Fried Hare Haunches Item', 'Fruit Salad Item', 'Hosomaki Item', 'Kelpy Crab Roll Item', 'Loaded Taro Fries Item', 'Millionaires Salad Item', 'Mochi Item', 'Phad Thai Item', 'Pineapple Friend Rice Item', 'Poke Bowl Item', 'Pupusas Item', 'Seared Meat Item', 'Seeded Camas Roll Item', 'Shark Fillet Soup Item', 'Simmered Meat Item', 'Smooth Gut Noodle Roll Item', 'Spiky Roll Item', 'Sweet Salad Item', 'Taro Fries Item', 'Tortilla Item', 'Vegetable Medley Item', 'Vegetable Soup Item', 'Wild Mix Item'},
                     ['subpages'] = {'Agouti Enchiladas Item', 'Autumn Stew Item', 'Banh Xeo Item', 'Basic Salad Item', 'Bear SUPREMEItem', 'Bison Chow Fun Item', 'Boiled Rice Item', 'Boiled Sausage Item', 'Clam Chowder Item', 'Corn Fritters Item', 'Crimson Salad Item', 'Crispy Bacon Item', 'Elk Taco Item', 'Fish NChips Item', 'Fried Hare Haunches Item', 'Fruit Salad Item', 'Hosomaki Item', 'Huckleberry Fritter Item', 'Kelpy Crab Roll Item', 'Loaded Taro Fries Item', 'Millionaires Salad Item', 'Mochi Item', 'Phad Thai Item', 'Pineapple Friend Rice Item', 'Poke Bowl Item', 'Pupusas Item', 'Roast Pumpkin Item', 'Seared Meat Item', 'Seeded Camas Roll Item', 'Shark Fillet Soup Item', 'Simmered Meat Item', 'Smooth Gut Noodle Roll Item', 'Spiky Roll Item', 'Sweet Salad Item', 'Taro Fries Item', 'Tortilla Item', 'Vegetable Medley Item', 'Vegetable Soup Item', 'Wild Mix Item', 'Worldly Donut Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 264: Line 248:
                     ['displayNameUntranslated'] = 'Craft Tables',
                     ['displayNameUntranslated'] = 'Craft Tables',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Pump Jack Item', 'Advanced Carpentry Table Item', 'Advanced Masonry Table Item', 'Advanced Tailoring Table Item', 'Anvil Item', 'Arrastra Item', 'Assembly Line Item', 'Automatic Loom Item', 'Blast Furnace Item', 'Bloomery Item', 'Campfire Item', 'Campsite Item', 'Carpentry Table Item', 'Cement Kiln Item', 'Electric Lathe Item', 'Electric Machinist Table Item', 'Electric Planer Item', 'Electric Stamping Press Item', 'Electronics Assembly Item', 'Farmers Table Item', 'Fishery Item', 'Froth Floatation Cell Item', 'Glassworks Item', 'Jaw Crusher Item', 'Kiln Item', 'Lathe Item', 'Loom Item', 'Machinist Table Item', 'Masonry Table Item', 'Oil Refinery Item', 'Robotic Assembly Line Item', 'Rocker Box Item', 'Rolling Mill Item', 'Sawmill Item', 'Screening Machine Item', 'Screw Press Item', 'Sensor Based Belt Sorter Item', 'Shaper Item', 'Spin Melter Item', 'Stamp Mill Item', 'Tailoring Table Item', 'Tool Bench Item', 'Wainwright Table Item', 'Workbench Item'},
                     ['subpages'] = {'Workbench Item', 'Pump Jack Item', 'Advanced Carpentry Table Item', 'Advanced Masonry Table Item', 'Advanced Tailoring Table Item', 'Anvil Item', 'Arrastra Item', 'Assembly Line Item', 'Automatic Loom Item', 'Blast Furnace Item', 'Bloomery Item', 'Campfire Item', 'Campsite Item', 'Carpentry Table Item', 'Cement Kiln Item', 'Electric Lathe Item', 'Electric Machinist Table Item', 'Electric Planer Item', 'Electric Stamping Press Item', 'Electronics Assembly Item', 'Farmers Table Item', 'Fishery Item', 'Froth Floatation Cell Item', 'Jaw Crusher Item', 'Kiln Item', 'Lathe Item', 'Loom Item', 'Machinist Table Item', 'Masonry Table Item', 'Oil Refinery Item', 'Robotic Assembly Line Item', 'Rocker Box Item', 'Rolling Mill Item', 'Sawmill Item', 'Screening Machine Item', 'Screw Press Item', 'Sensor Based Belt Sorter Item', 'Shaper Item', 'Spin Melter Item', 'Stamp Mill Item', 'Tailoring Table Item', 'Tool Bench Item', 'Wainwright Table Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 274: Line 258:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', '\n\nCrafting is the creation of new products from ingredients, labor, and/or power.  Crafting may also create byproducts that cause pollution and negatively affect the environment.  It forms the backbone of the economy, generating demand for resources which come from the ecosystem around them, as well as demand for individual skilled labor and shared services like Power or Sewage.\n\nAny table which has a Crafting Component can create products defined in a list. Crafting tables can be shared, each having configurable Authorization Component that determines who may access them, and fees can be set in the Credit Component on the table to earn money from sharing your table.\n\nThe inputs and outputs can either be taken directly from the crafting table, or placed in an attached Storage Component.  Placing ingredients and products in storage allows citizens to queue up large orders that run automatically. \n\nMany recipes require labor of a specific Skill.  While any citizen can start a crafting recipe or contribute ingredients, only a citizen with the required skills may add labor to it.  To form a group and have many citizens contribute to a work order while sharing in payment, Work Parties may be created.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nCrafting is the creation of new products from ingredients, labor, and/or power.  Crafting may also create byproducts that cause pollution and negatively affec the environemnt.  It forms the backbone of the economy, generating demand for resources which come from the ecosystem around them, as well as demand for individual skilled labor and shared services like Power or Sewage.\n\nAny table which has a Crafting Component can create products defined in a list. Crafting tables can be shared, each having configurable Authorization Component that determines who may access them, and fees can be set in the Credit Component on the table to earn money from sharing your table.\n\nThe inputs and outputs can either be taken directly from the crafting table, or placed in an attached Storage Component.  Placing ingredients and products in storage allows citizens to queue up large orders that run automatically. \n\nMany recipes require labor of a specific Skill.  While any citizen can start a crafting recipe or contribute ingredients, only a citizen with the required skills may add labor to it.  To form a group and have many citizens contribute to a work order while sharing in payment, Work Parties may be created.\n\n  '}},
         },
         },
         ['Crafting Component'] = {
         ['Crafting Component'] = {
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                     ['summary'] = 'The Crafting Component is used to craft items and add labor to projects.',
                     ['summary'] = 'The Crafting Component is used to craft items and add labor to projects.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'CraftingComponent'},
                     ['sectionsText'] = {{'EcopediaSection', '\n\n    The Crafting Component is used to Craft items, add resources or labor, and cancel existing projects. When contributing to a Work Party, the Crafting Component can be accessed by citizens who have joined the work party.\n\n  '}, {'EcopediaHeader', 'Crafting Items'}, {'EcopediaSection', '\n\nAfter selecting an item and quantity to craft, resources and labor are required to start the project. These resources can be added manually (placing them directly on the crafting table) or by linking a Storage Component that contains them.\n\nCitizens with a related Specialty require less calories to add labor. Some projects require skilled labor from a citizen with the corresponding specialty. This reduction is applied after the work order is started so citizens of various skill level can contribute to the same work party.\n\nBy adding an upgrade in the Modules Component, work orders on a crafting table will have reduced crafting time and resource costs.\n\nIf a project is cancelled early (by right clicking the order), the resources will be refunded but the spent labor will be lost.\n\n  '}, {'EcopediaHeader', 'Adding Labor'}, {'EcopediaSection', '\n\nFor every unit of labor needed, Calories are consumed. After a work order is started, citizens can add labor by pressing the \'Work\' button in the Crafting Component. \n\nOnce a project is started, labor can quickly be added from outside the Crafting Component by right clicking on a crafting table. When adding labor in this way, holding down \'Ctrl\' will add 5x the normal amount of labor. Holding down \'Alt\' will add all available calories.\n\n  '}, {'EcopediaHeader', 'Tagged Ingredients'}, {'EcopediaSection', '\n\nSome recipes use Tagged Ingredients that can accept similar items as inputs. For example, an item may specify it needs \'Rock\', and will accept any type of rock with that tag (Granite, Basalt, etc).\n\n \n\nTagged ingredients will be consumed automatically, so there is no need to create separate orders using the different ingredients.\n\n  '}, {'EcopediaHeader', 'Parent Recipes'}, {'EcopediaSection', '\n\nSome recipes are part of larger group of recipes, known as Parent Recipes. When crafting one of these recipes, a citizen may select a specific variation to produce. The number crafted will be the quantity selected for the parent recipe.\n\nBy default only recipes that have available resources will be displayed. By checking \'Show All\', all possible variations will be displayed.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\n    The Crafting Component is used to Craft items, add resources or labor, and cancel existing projects. When contributing to a Work Party, the Crafting Component can be accessed by citizens who have joined the work party.\n\n  '}, {'EcopediaHeader', 'Crafting Items'}, {'EcopediaSection', '\n\nAfter selecting an item and quantity to craft, resources and labor are required to start the project. These resources can be added manually (placing them directly on the crafting table) or by linking a Storage Component that contains them.\n\nCitizens with a related Specialty require less calories to add labor. Some projects require skilled labor from a citizen with the corresponding specialty. This reduction is applied after the work order is started so citizens of various skill level can contribute to the same work party.\n\nBy adding an upgrade in the Modules Component, work orders on a crafting table will have reduced crafting time and resource costs.\n\nIf a project is cancelled early (by right clicking the order), the resources will be refunded but the spent labor will be lost.\n\n  '}, {'EcopediaHeader', 'Adding Labor'}, {'EcopediaSection', '\n\nFor every unit of labor needed, Calories are consumed. After a work order is started, citizens can add labor by pressing the \'Work\' button in the Crafting Component. \n\nOnce a project is started, labor can quickly be added from outside the Crafting Component by right clicking on a crafting table. When adding labor in this way, holding down \'Ctrl\' will add 5x the normal amount of labor. Holding down \'Alt\' will add all available calories.\n\n  '}, {'EcopediaHeader', 'Tagged Ingredients'}, {'EcopediaSection', '\n\nSome recipes use Tagged Ingredients that can accept similar items as inputs. For example, an item may specify it needs \'Rock\', and will accept any type of rock with that tag (Granite, Basalt, etc).\n\n \n\nTagged ingredients will be consumed automatically, so there is no need to create separate orders using the different ingredients.\n\n  '}, {'EcopediaHeader', 'Parent Recipes'}, {'EcopediaSection', '\n\nSome recipes are part of larger group of recipes, known as Parent Recipes. When crafting one of these recipes, a citizen may select a specific variation to produce. The number crafted will be the quantity selected for the parent recipe.\n\nBy default only recipes that have available resources will be displayed. By checking \'Show All\', all possible variations will be displayed.\n\n  '}, {'EcopediaSection', 'Objects Containing a Crafting Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nAdvanced Tailoring Table\n\nAnvil\n\nArrastra\n\nAssembly Line\n\nAutomatic Loom\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nButchery Table\n\nCampfire\n\nCampsite\n\nCapitol\n\nCarpentry Table\n\nCast Iron Stove\n\nCement Kiln\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectronics Assembly\n\nFarmers Table\n\nFishery\n\nFroth Floatation Cell\n\nJaw Crusher\n\nKiln\n\nKitchen\n\nLaboratory\n\nLathe\n\nLoom\n\nMachinist Table\n\nMasonry Table\n\nMill\n\nOil Refinery\n\nPump Jack\n\nResearch Table\n\nRobotic Assembly Line\n\nRocker Box\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSpin Melter\n\nStamp Mill\n\nStove\n\nTailoring Table\n\nTool Bench\n\nWainwright Table\n\nWorkbench\n\n'}},
         },
         },
         ['Credit Component'] = {
         ['Credit Component'] = {
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                     ['summary'] = 'The Credit Component allows citizens to set the bank account and currency for transactions on an object.',
                     ['summary'] = 'The Credit Component allows citizens to set the bank account and currency for transactions on an object.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'CreditComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Credit Component allows citizens to set the currency and bank account for all transactions on an object they own.\n\n  '}, {'EcopediaSection', '\n\nWhen selecting Bank Accounts, citizens can select any account they have been granted access to (performed in a Bank Component). By default, the citizen\'s personal account will be selected.\n\nAny of the world\'s Currencies can be selected in the Credit Component. This is the currency that will be used for any transactions that take place on that object (for example a Store will accept whatever currency is set here). \n\nWhen selecting "None" for the currency in a store, direct trades are possible without the need for a currency.\n\nObjects with a Crafting Component can define a fee for authorized citizens to use them. The settings in the Credit Component will determine what currency that fee is charged in and what account the funds are deposited to.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Credit Component allows citizens to set the currency and bank account for all transactions on an object they own.\n\n  '}, {'EcopediaSection', '\n\nWhen selecting Bank Accounts, citizens can select any account they have been granted access to (performed in a Bank Component). By default, the citizen\'s personal account will be selected.\n\nAny of the world\'s Currencies can be selected in the Credit Component. This is the currency that will be used for any transactions that take place on that object (for example a Store will accept whatever currency is set here). \n\nWhen selecting "None" for the currency in a store, direct trades are possible without the need for a currency.\n\nObjects with a Crafting Component can define a fee for authorized citizens to use them. The settings in the Credit Component will determine what currency that fee is charged in and what account the funds are deposited to.\n\n  '}, {'EcopediaSection', 'Objects Containing a Credit Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nAdvanced Tailoring Table\n\nAnvil\n\nArrastra\n\nAssembly Line\n\nAutomatic Loom\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nButchery Table\n\nCampfire\n\nCampsite\n\nCapitol\n\nCarpentry Table\n\nCast Iron Stove\n\nCement Kiln\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectronics Assembly\n\nFarmers Table\n\nFishery\n\nFroth Floatation Cell\n\nJaw Crusher\n\nKiln\n\nKitchen\n\nLaboratory\n\nLathe\n\nLoom\n\nMachinist Table\n\nMasonry Table\n\nMill\n\nOil Refinery\n\nPump Jack\n\nResearch Table\n\nRobotic Assembly Line\n\nRocker Box\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSpin Melter\n\nStamp Mill\n\nStore\n\nStove\n\nTailoring Table\n\nTool Bench\n\nWainwright Table\n\nWorkbench\n\n'}},
         },
         },
         ['Currencies'] = {
         ['Currencies'] = {
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                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Currency is a means of facilitating trade, as a representation of value. Its value is entirely determined by how it is used.\n\nThere are two types of currencies in Eco, backed and unbacked.\n\nAn unbacked currency is currency by fiat, and every player starts with their own personal currency with an infinite amount. These are especially useful early game when there is no global currency designated.  However, these currencies require a lot of trust that the owner of them does not manipulate their value, as they have an unlimited amount and can easily destabilize an economy that uses them.\n\nBacked currencies are much more stable. A backed currency is created at a Mint by converting a currency supporting material into coins.  More currency can only be created by acquiring more of the given material.  This provides a much stronger limit on the amounts of currency that can be introduced into the world and forms a stronger foundation for global trade.  Often, a world will choose to move from a collection of personal currencies to one or more backed currencies as the economy grows through the arc of the game, and more global trade and collaboration is required.\n\nCurrencies can be transferred to others in the Economy Viewer, as well as through Trade.  All currency is stored in a Bank Account.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Currencies are a means of facilitating trade, as a representation of value. Their value is entirely determined by how they’re used.\n\nThere are two types of currencies in Eco, backed and unbacked.\n\n  \n\nAn unbacked currency is currency by fiat, and every player starts with their own personal currency with an infinite amount. These are especially useful early game when there is no global currency designated.  However, these currencies require a lot of trust that the owner of them does not manipulate their value, as they have an unlimited amount and can easily destabilize an economy that uses them.\n\n  \n\nBacked currencies are much more stable. A backed currency is created at a Mint by converting a currency supporting material into coins.  More currency can only be created by acquiring more of the given material.  This provides a much stronger limit on the amounts of currency that can be introduced into the world and forms a stronger foundation for global trade.  Often, a world will choose to move from a collection of personal currencies to one or more backed currencies as the economy grows through the arc of the game, and more global trade and collaboration is required.\n\n  \n\nCurrencies can be transferred to others in the Economy Viewer, as well as through Trade.  All currency is stored in a Bank Account.\n\n'}},
         },
         },
         ['Current Citizens'] = {
         ['Current Citizens'] = {
Line 330: Line 314:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaHeader', 'Graphs'}, {'EcopediaSection', '\n\nEach Eco world stores every action in the game and monitors the progress of every aspect of the simulation. Data is stored in a few major categories, specifically the ecosystem and the economy. As players perform actions or as the ecosystem changes, it will be represented on graphs visible to citizens.\n\nGraphs are most useful for comparing the states of various metrics and viewing them overtime. As such, they’re especially useful for determining the results of laws and regulations in retrospect, by studying how things changed after they were implemented.  They are also useful for extrapolating into future effects, projecting the rate at which things are changing (i.e., population dropping as a result of deforestation) and making changes before they occur. Reading, composing, and understanding graphs is a very powerful tool for the government, and citizens are given the tools to craft graphs that support or refute arguments and present them to their fellow citizens directly on discussions for civic actions.\n\n'}, {'EcopediaHeader', 'Heatmaps'}, {'EcopediaSection', '\n\nEco worlds are varied places, with many different biomes and locations of human development and environmental impact. To view how different parts of the world vary, heatmaps are available for all the various world effects in the game.  Such values as citizen activity, population rates, pollution rates, temperature, moisture, and dozens more can be viewed through heatmaps, with changes recorded over time that can be played back and used for scientific argumentation.\n\nPlayers can view these in two ways: through the minimap in game, which can also display colored terrain in the game.   Secondly, they can be viewed in the web browser, where their ability to play back over time is taken advantage of. A snapshot of each heatmap is stored in the server data every 10 minutes (configurable), and citizens can view time lapse views of how the heat maps change over time.  This is essential to measuring impacts in specific locations and determining the best routes to build infrastructures and new settlements.\n\n'}, {'EcopediaHeader', 'Map'}, {'EcopediaSection', '\n\nThe map is a powerful tool within the game that serves many purposes: navigation, planning, data viewing, property locating, and many more. It can be enabled to view the various world layers of the game (heatmaps), highlighting regions that are high/low in population, pollution, citizen activity, etc using a gradient of colors.  World markers can be added manually, or globally for all citizens, to direct to specific points, aiding the coordination of human activity. These markers are also used to direct citizens automatically to dynamic work, specifying where roads should be built in a contract, where to deliver goods for transport, and so on.\n\nCurrently we’re working on adding in-game designation of property and districts, as well as specifying land areas for work parties and contracts, allowing for example citizens to highlight in-game the areas they wish to hire others to plow a field, or build a road, etc. This will greatly open up the ability for the labor market, letting citizens be much more specific in an easier way when designating where they would like work to be performed.\n\n'}},
                     ['sectionsText'] = {{'EcopediaHeader', 'Graphs'}, {'EcopediaSection', '\n\nEach Eco world stores every action in the game and monitors the progress of every aspect of the simulation. Data is stored in a few major categories, specifically the ecosystem and the economy. As players perform actions or as the ecosystem changes, it will be represented on graphs visible to citizens.\n\nGraphs are most useful for comparing the states of various metrics and viewing them overtime. As such, they’re especially useful for determining the results of laws and regulations in retrospect, by studying how things changed after they were implemented.  They are also useful for extrapolating into future effects, projecting the rate at which things are changing (i.e., population dropping as a result of deforestation) and making changes before they occur. Reading, composing, and understanding graphs is a very powerful tool for the government, and citizens are given the tools to craft graphs that support or refute arguments and present them to their fellow citizens directly on discussions for civic actions.\n\n'}, {'EcopediaHeader', 'Heatmaps'}, {'EcopediaSection', '\n\nEco worlds are varied places, with many different biomes and locations of human development and environmental impact. To view how different parts of the world vary, heatmaps are available for all the various world effects in the game.  Such values as citizen activity, population rates, pollution rates, temperature, moisture, and dozens more can be viewed through heatmaps, with changes recorded over time that can be played back and used for scientific argumentation.\n\nPlayers can view these in two ways: through the minimap in game, which can also display colored terrain in the game.   Secondly, they can be viewed in the web browser, where their ability to play back over time is taken advantage of. A snapshot of each heatmap is stored in the server data every 10 minutes (configurable), and citizens can view time lapse views of how the heat maps change over time.  This is essential to measuring impacts in specific locations and determining the best routes to build infrastructures and news settlements.\n\n'}, {'EcopediaHeader', 'Mini-Map'}, {'EcopediaSection', '\n\nThe minimap is a powerful tool within the game that serves many purposes: navigation, planning, data viewing, property locating, and many more. It can be enabled to view the various world layers of the game (heatmaps), highlighting regions that are high/low in population, pollution, citizen activity, etc using a gradient of colors.  World markers can be added manually, or globally for all citizens, to direct to specific points, aiding the coordination of human activity. These markers are also used to direct citizens automatically to dynamic work, specifying where roads should be built in a contract, where to deliver goods for transport, and so on.\n\nCurrently we’re working on adding in-game designation of property and districts, as well as specifying specific land areas for work parties and contracts, allowing for example citizens to highlight in-game the areas they wish to hire others to plow a field, or build a road, etc. This will greatly open up the ability for the labor market, letting citizens be much more specific in an easier way when designating where they would like work performed.\n\n'}},
         },
         },
         ['Decoration'] = {
         ['Decoration'] = {
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                     ['displayNameUntranslated'] = 'Decoration',
                     ['displayNameUntranslated'] = 'Decoration',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Ashlar Large Basalt Fountain Item', 'Ashlar Large Gneiss Fountain Item', 'Ashlar Large Granite Fountain Item', 'Ashlar Large Limestone Fountain Item', 'Ashlar Large Sandstone Fountain Item', 'Ashlar Large Shale Fountain Item', 'Ashlar Large Stone Fountain Item', 'Ashlar Small Basalt Fountain Item', 'Ashlar Small Gneiss Fountain Item', 'Ashlar Small Granite Fountain Item', 'Ashlar Small Limestone Fountain Item', 'Ashlar Small Sandstone Fountain Item', 'Ashlar Small Shale Fountain Item', 'Ashlar Small Stone Fountain Item', 'Carved Pumpkin Item', 'Galaxy Vase Item', 'Limestone Bison Statue Item', 'Limestone Otter Statue Item', 'Limestone Owl Statue Item', 'Limestone Wolf Statue Item', 'Orange Vase Item', 'Planter Pot Round Item', 'Planter Pot Square Item', 'Plant Vase Item', 'Purple Vase Item', 'Red Vase Item', 'Rug Large Item', 'Rug Medium Item', 'Rug Small Item', 'Stuffed Alligator Item', 'Stuffed Bison Item', 'Stuffed Elk Item', 'Stuffed Goat Item', 'Stuffed Jaguar Item', 'Stuffed Wolf Item', 'Swirl Vase Item'},
                     ['subpages'] = {'Ashlar Basalt Fireplace Item', 'Ashlar Gneiss Fireplace Item', 'Ashlar Granite Fireplace Item', 'Ashlar Large Basalt Fountain Item', 'Ashlar Large Gneiss Fountain Item', 'Ashlar Large Granite Fountain Item', 'Ashlar Large Limestone Fountain Item', 'Ashlar Large Sandstone Fountain Item', 'Ashlar Large Shale Fountain Item', 'Ashlar Large Stone Fountain Item', 'Ashlar Limestone Fireplace Item', 'Ashlar Sandstone Fireplace Item', 'Ashlar Shale Fireplace Item', 'Ashlar Small Basalt Fountain Item', 'Ashlar Small Gneiss Fountain Item', 'Ashlar Small Granite Fountain Item', 'Ashlar Small Limestone Fountain Item', 'Ashlar Small Sandstone Fountain Item', 'Ashlar Small Shale Fountain Item', 'Ashlar Small Stone Fountain Item', 'Ashlar Stone Fireplace Item', 'Bison Mount Item', 'Bookshelf Item', 'Brick Fireplace Item', 'Carved Pumpkin Item', 'Elk Mount Item', 'Goat Mount Item', 'Limestone Bison Statue Item', 'Limestone Otter Statue Item', 'Limestone Owl Statue Item', 'Limestone Wolf Statue Item', 'Mortared Granite Fireplace Item', 'Mortared Limestone Fireplace Item', 'Mortared Sandstone Fireplace Item', 'Mortared Stone Fireplace Item', 'Planter Pot Round Item', 'Planter Pot Square Item', 'Rug Large Item', 'Rug Medium Item', 'Rug Small Item', 'Sheep Mount Item', 'Shelf Cabinet Item', 'Stuffed Alligator Item', 'Stuffed Bison Item', 'Stuffed Elk Item', 'Stuffed Goat Item', 'Stuffed Jaguar Item', 'Stuffed Wolf Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
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                     ['summary'] = 'The Deed Sales Component allows citizens to buy and sell property.',
                     ['summary'] = 'The Deed Sales Component allows citizens to buy and sell property.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'DeedSalesComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Deed Sales Component allows citizens to buy and sell Property.\n\n  '}, {'EcopediaSection', '\n\nBy visiting a Real Estate Desk, citizens can create listings for their deeds and view the listings of other citizens. All posted listings can be accessed from any real estate desk.\n\nWhen creating a listing, the property owner sets the price and Currency used. All revenue will go into the selected Bank Account.\n\nWhen buying a deed, the currency will be taken from the bank account selected by the buyer. \n\nAfter the property is sold, the deed and all objects contained on the deed are transferred to the new owner. \n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Deed Sales Component allows citizens to buy and sell Property.\n\n  '}, {'EcopediaSection', '\n\nBy visiting a Real Estate Desk, citizens can create listings for their deeds and view the listings of other citizens. All posted listings can be accessed from any real estate desk.\n\nWhen creating a listing, the property owner sets the price and Currency used. All revenue will go into the selected Bank Account.\n\nWhen buying a deed, the currency will be taken from the bank account selected by the buyer. \n\nAfter property is sold, the deed and all objects contained on the deed are transferred to the new owner. \n\n  '}, {'EcopediaSection', 'Objects Containing a Deed Sales Component\n\nReal Estate Desk\n\n'}},
        },
        ['Deeds'] = {
                    ['displayName'] = 'Deeds',
                    ['displayNameUntranslated'] = 'Deeds',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
         },
         },
         ['Demographics'] = {
         ['Demographics'] = {
                     ['displayName'] = 'Demographics',
                     ['displayName'] = 'Demographics',
                     ['displayNameUntranslated'] = 'Demographics',
                     ['displayNameUntranslated'] = 'Demographics',
                     ['summary'] = 'Defines a set of citizens matching some criteria.',
                     ['summary'] = 'Defines a set of citizens matchings some criteria.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'Demographic'},
                     ['sectionsText'] = {{'EcopediaSection', '\n\n  Demographics are classes of citizen, created in the government. These can then be used anywhere you can specify a citizen (permissions, laws, etc).\n\nFor example, citizens could define a demographic \'Lumberjacks\', which would only contain users with a logging skill level of 3 or more.  Then, a law could be created that only permits \'Lumberjacks\' to cut down old-growth trees.\n\nDemographics are defined at a Census Bureau.\n\nDemographics can also have wages set on them. Wages are paid periodically as long as a citizen remains within the demographic.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\n  Demographics are classes of citizen, created in the government. These can then be used anywhere you can specify a citizen (permissions, laws, etc).\n\nFor example, citizens could define a demographic \'Lumberjacks\', which would only contain users with a logging skill level of 3 or more.  Then, a law could be created that only permits \'Lumberjacks\' to cut down old-growth trees.\n\nDemographics are defined at a Census Bureau.\n\nDemographics can also have wages set on them. Wages are paid periodically as long as a citizen remains within the demographic.\n\n'}},
         },
         },
Line 369: Line 345:
                     ['summary'] = 'A defined section of land, which can be referenced by laws and other systems.',
                     ['summary'] = 'A defined section of land, which can be referenced by laws and other systems.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'District', 'DistrictMap'},
                     ['sectionsText'] = {{'EcopediaSection', 'Districts are created by players at a Zoning Office and can be used as areas that are specified by laws.\n\nA district is a selected area of land, non-contiguous, which players can adjust at will.  Districts are contained in District Maps, and there can be multiple district maps in the world. However, within each district map, no districts may overlap.\n\nDistricts can be used to designate where actions are allowed with laws. A law can be created, for example, players can create a law that prevents chopping trees in a \'Protected Zone\' district.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Districts are created by players at a Zoning Office and can be used as areas that are specified by laws.\n\nA district is a selected area of land, non-contiguous, which players can adjust at will.  Districts are contained in District Maps, and there can be multiple district maps in the world. However, within each district map, no districts may overlap.\n\nDistricts can be used to designate where actions are allowed with laws. A law can be created, for example, that prevents creating chopping trees in a \'Protected Zone\' district.\n\n'}},
         },
         },
         ['Doors'] = {
         ['Doors'] = {
Line 394: Line 370:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'To bring a society through the ages to the peaks of technology, a thriving Economy is needed, and by participating in it, citizens can both help progress society as well advance their own abilities and wealth.\n\n \n\nParticipating in the economy takes place through Trade of both goods and services.  Finding existing settlements with Stores, Contracts, and Work Parties will give citizens the possibility to trade the goods and labor they specialize in for the specialties of others, achieving their individual goals faster than if they had each worked alone.  \n\nAs you take on new projects that require materials or labor that you lack the ability to create or perform on your own, you can instead, sell goods and offer services on the market by creating stores and setting prices in a Currency of your choice. Using this currency to purchase the goods and services of others will then allow you to reach those goals without having to learn everything yourself.\n\nAs you build up your capabilities and have more needs of other citizens, you can create your own stores, contracts, and work parties to seek their aid.  As you acquire wealth, your power to effect change (both good and bad) rises.\n\n '}},
                     ['sectionsText'] = {{'EcopediaSection', 'To bring a society through the ages to the peaks of technology, a thriving Economy is needed, and by participating in it citizens can both help progress society as well advance their own abilities and wealth.\n\n \n\nParticipating in the economy takes place through Trade of both goods and services.  Finding existing settlements with Stores, Contracts, and Work Parties will give citizens to trade the goods and labor they specialize in for the specialties of others, achieving their individual goals faster than if they had each worked alone.  \n\nAs you take on new projects that require materials or labor you don\'t yourself have the ability to create or perform, you can instead sell the goods and services you can perform on the market, by creating stores and setting prices in a Currency of your choice. Using this currency to purchase the goods and services of others will then allow you to reach those goals without having to learn everything yourself.\n\nAs you build up your capabilities and have more needs of other citizens, you can create your own stores, contracts, and work parties to seek their aid.  As you acquire wealth, your power to effect change (both good and bad) rises.\n\n '}},
         },
         },
         ['Economy Overview'] = {
         ['Economy Overview'] = {
Line 402: Line 378:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaQuote', '"Economy has frequently nothing whatever to do with the amount of money being spent, but with the wisdom used in spending it."\n\n    Henry Ford\n\n  '}, {'EcopediaSection', 'The economy comprises the actions of harvesting, production and trade among citizens, taking from the Ecosystem under the regulation of the Government. Citizens will need to ensure a smoothly running economy in order to progress technology enough to stop the meteor, without letting it run amok and destroy the planet through pollution in the process.\n\n  '}, {'EcopediaHeader', 'Economy Concepts'}, {'EcopediaSection', '\n\n- Crafting. Using industrial tools to create new goods.\n\n- Trade. Exchange of goods created by individuals with different specialties or access to resources.\n\n- Transport.  Moving resources from place to place, and building infrastructure throughout the world to do so.\n\n- Research. Advancing human knowledge for the betterment of society.\n\n- Currency. A representation of value created by citizens that facilitates economic activity.\n\n- Work Parties. Organized labor groups sharing rewards.\n\n- Contracts. Agreements between two citizens regarding labor or other arrangements.\n\n- Bank Accounts. Containers of currency with configurable access.\n\n- Finance. Providing capital to other citizens to help them progress while making a profit yourself.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaQuote', '"Economy has frequently nothing whatever to do with the amount of money being spent, but with the wisdom used in spending it."\n\n    Henry Ford\n\n  '}, {'EcopediaSection', 'The economy comprises the actions of harvesting, production and trade among citizens, taking from the Ecosystem under the regulation of the Government. Citizens will need to ensure a smoothly running economy in order to progress technology enough to stop the meteor, without letting it run amok and destroy the planet through pollution in the process.\n\n  '}, {'EcopediaHeader', 'Economy Concepts'}, {'EcopediaSection', '\n\n - Crafting. Using industrial tools to create new goods.\n\n - Trade. Exchange of goods created by individuals with different specialties or access to resources.\n\n - Transport.  Moving resources from place to place, and building infrastructure throughout the world to do so.\n\n - Research. Advancing human knowledge for the betterment of society.\n\n - Currency. A representation of value created by citizens that facilitates economic activity.\n\n - Work Parties. Organized labor groups sharing rewards.\n\n - Contracts. Agreements between two citizens regarding labor or other arrangements.\n\n - Bank Accounts. Containers of currency with configurable access.\n\n - Finance. Providing capital to other citizens to help them progress while making a profit yourself.\n\n  '}},
         },
         },
         ['Economy Viewer'] = {
         ['Economy Viewer'] = {
Line 410: Line 386:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'The Economy Viewer provides a general overview of the current economy and is an incredibly useful tool for economic participation. Among other users, the Economy Viewer shows the location of every Store and what is currently being bought and sold.'}, {'EcopediaSection', '\n\nThe Economy Viewer provides detailed information about the following:\n\n  - Current Trade offers\n\n  - Existing Work Parties and their status\n\n  - Any Contracts that are posted\n\n  - Locations of Public Crafting Stations\n\n  - Information on existing Currencies\n\n  \n\nIn addition, the Economy Viewer allows citizens to directly transfer currency to other citizens and quickly check the status of their own Bank Accounts and any outstanding debts.\n\n  '}, {'EcopediaHeader', 'Accessing the Economy Viewer'}, {'EcopediaSection', 'The Economy Viewer can be accessed by clicking the Economy button located at the bottom right of the screen.'}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Economy Viewer provides a general overview of the current economy and is an incredibly useful tool for economic participation. Among other users, the Economy Viewer shows the location of every Store and what is currently being bought and sold.'}, {'EcopediaSection', '\n\nThe Economy Viewer provides detailed information about the following:\n\n  - Current Trade offers\n\n  - Existing Work Parties and their status\n\n  - Any Contracts that are posted\n\n  - Locations of Public Crafting Stations\n\n  - Information on existing Currencies\n\n  \n\nIn additon, the Economy Viewer allows citizens to directly transfer currency to other citizens and quickly check the status of their own Bank Accounts and any outstanding debts.\n\n  '}, {'EcopediaHeader', 'Accessing the Economy Viewer'}, {'EcopediaSection', 'The Economy Viewer can be accessed by clicking the Economy button located at the bottom right of the screen.'}},
         },
         },
         ['Ecosystem Overview'] = {
         ['Ecosystem Overview'] = {
Line 433: Line 409:
                     ['summary'] = 'Defines how an election takes place.',
                     ['summary'] = 'Defines how an election takes place.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'ElectionProcess', 'ImmigrationPolicy'},
                     ['sectionsText'] = {{'EcopediaSection', 'Citizens can define new types of elections at a Board Of Elections, and each election process created there can be used for various changes to government and leadership.\n\nCivic Articles can reference Election Processes in order to designate actions that require an election.  Elected Titles created at a Government Office must specify an Election Process by which new members get elected.\n\nEach Election Process can define a different set of voters, vetoers, timings, percentage needed to win, etc.  Using different types of elections, citizens can design their government to have different seats of power. For example, they can define a powerful Title that must be elected by the general population but can be impeached by them as well. \n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Citizens can define new types of elections at a Board Of Elections, and each election process created there can be used for various changes to government and leadership.\n\nCivic Articles can reference Election Processes in order to designate actions that require an election.  Elected Titles created at a Government Office must specify an Election Process by which new members get elected.\n\nEach Election Process can define a different set of voters, vetoers, timings, percent needed to win, etc.  Using different types of elections, citizens can design their government to have different seats of power. For example, they can define a powerful Title that must be elected by the general population but can be impeached by them as well. \n\n'}},
         },
         },
         ['Elections'] = {
         ['Elections'] = {
Line 441: Line 417:
                     ['summary'] = 'A poll set to a group of citizens to determine a position or referendum.',
                     ['summary'] = 'A poll set to a group of citizens to determine a position or referendum.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'Election'},
                     ['sectionsText'] = {{'EcopediaSection', 'Elections can take two forms:\n\n    - Elections of Officials. These are elections of Elected Titles which give specific powers to a citizen.\n\n    - Referendums.  A yes-or-no vote that will determine if a specific civic action should be taken.\n\nElections of Officials are started at a Ballot Box, where citizens can also perform a number of other civic actions.  Depending on what Civic Articles are available, these actions may or may not require an election; if they do, the citizen will have the option to start one immediately.\n\nReferendums are started at the various government buildings, each corresponding to a different government action. These include things like creating a new Law or performing an Executive Action. When proposing an election of this type, multiple provisions can be added to one election package that will be part of the same yes-or-no vote. \n\nElections can have a number of settings determined by their Election Process. This will state who can vote, who can veto, how long the election lasts, what percent is needed to win, etc.  Multiple types of elections can be created for different purposes. For example, a representative government could be created with some elections only allowing elected officials to vote, while most citizens vote only in elections for representatives.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Elections can take two forms:\n\n  \n\n    - Elections of Officials. These are elections of Elected Titles which give specific powers to a citizen.\n\n    - Referendums.  A yes-or-no vote that will determine if a specific civic action should be taken.\n\nElections of Officials are started at a Ballot Box, where citizens can also perform a number of other civic actions.  Depending on what Civic Articles are available, these actions may or may not require an election; if they do, the citizen will have the option to start one immediately.\n\nReferendums are started at the various government buildings, each corresponding to a different government action. These include things like creating a new Law or performing an Executive Action. When proposing an election of this type, multiple provisions can be added to one election package that will be part of the same yes-or-no vote. \n\nElections can have a number of settings determined by their Election Process. This will state who can vote, who can veto, how long the election lasts, what percent is needed to win, etc.  Multiple types of elections can be created for different purposes. For example, a representative government could be created with some elections only allowing elected officials to vote, while most citizens vote only in elections for representatives.\n\n  '}},
         },
         },
         ['Engineer'] = {
         ['Engineer'] = {
Line 457: Line 433:
                     ['summary'] = 'Allows citizens to setup a currency exchange .',
                     ['summary'] = 'Allows citizens to setup a currency exchange .',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'ExchangeComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Exchange Component allows citizens to trade one Currency for another.'}, {'EcopediaHeader', 'Exchanging Currency'}, {'EcopediaSection', '\n\nThe owner of a Currency Exchange uses the Exchange Component to offer currency exchanges to other citizens. When setting up an exchange, the Owner Currency is the currency being offered for sale. For each unit of owner currency purchased, citizens will be charged the set amount of alternate currency.\n\nWhen an Authorized Consumer visits the currency exchange, they will see a list of all offered exchanges. By default, all citizens are authorized consumers.\n\n '}, {'EcopediaHeader', 'Exchange Restrictions'}, {'EcopediaSection', '\n\nThe owner of the Currency Exchange has the option to setup Balance Restrictions. These will prevent citizens from exchanging currency if the amount of currency in the chosen account does not meet the restriction.\n\nThe number on the left is the minimum currency holding and the number on the right is the maximum currency holding. If either value for the balance restriction is left at 0, there will be no limit for that part of the balance restriction.\n\n '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Exchange Component allows citizens to trade one Currency for another.'}, {'EcopediaHeader', 'Exchanging Currency'}, {'EcopediaSection', '\n\nThe owner of a Currency Exchange uses the Exchange Component to offer currency exchanges to other citizens. When setting up an exchange, the Owner Currency is the currency being offered for sale. For each unit of owner currency purchased, citizens will be charged the set amount of alternate currency.\n\nWhen an Authorized Consumer visits the currency exchange, they will see a list of all offered exchanges. By default, all citizens are authorized consumers.\n\n '}, {'EcopediaHeader', 'Exchange Restrictions'}, {'EcopediaSection', '\n\nThe owner of the Currency Exchange has the option to setup Balance Restrictions. These will prevent citizens from exchanging currency if the amount of currency in the chosen account does not meet the restriction.\n\nThe number on the left is the minimum currency holding and the number on the right is the maximum currency holding. If either value for the balance restriction is left at 0, there will be no limit for that part of the balance restriction.\n\n '}, {'EcopediaSection', 'Objects Containing a Exchange Component\n\nCurrency Exchange\n\n'}},
         },
         },
         ['Executive Actions'] = {
         ['Executive Actions'] = {
Line 466: Line 442:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Executive Actions are one-time actions that can affect a specific group of citizens or all citizens at once.\n\n  Executive Actions can be proposed at an Executive Office using the Civic Action Component. These actions have three main effects:\n\n - Issue a one-time Tax\n\n - Provide a payment to citizens from the Treasury\n\n - Change the Property owner of an existing property\n\nDepending on what Civic Articles are available, these actions may or may not require an election. Some civic articles state that only Elected Titles may perform Executive Actions.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Executive Actions are one-time actions that can affect a specific group of citizens or all citizens at once.\n\n  \n\nExecutive Actions can be proposed at an Executive Office using the Civic Action Component. These actions have three main effects:\n\n  \n\n - Issue a one-time Tax\n\n - Provide a payment to citizens from the Treasury\n\n - Change the Property owner of existing property\n\nDepending on what Civic Articles are available, these actions may or may not require an election. Some civic articles state that only Elected Titles may perform Executive Actions.\n\n  '}},
         },
         },
         ['Experience'] = {
         ['Experience'] = {
Line 474: Line 450:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'As you gain experience in Eco you will be able to unlock new specialties and new abilities within those specialties. There are two types of experience you will gain, Character Experience and Specialty Experience.  Both are increased by your Experience Multiplier.\n\nCharacter Experience\n\nCharacter Experience is your background learning rate, how fast you are gaining knowledge and abilities.  It is constantly going up, even when you’re offline.  Each real-day, you will gain Character Experience at the rate of 1 * your experience multiplier.  When you reach a level up, you will gain a new specialty unlock, represented by a star.  Each level up will require more and more character experience to gain, so it is very difficult to have more than a few specialties.\n\nSpecialty Experience\n\nSpecialty Experience is your skill at a specific ability, and rather than going up constantly, it only goes up when you perform actions related to that specialty, such as crafting or performing labor.  Like Character Experience, it is also multiplied by your Experience Multiplier. Along the left side of the screen, you’ll see icons displaying how much experience you’re gaining when you perform actions, and you can click these to get a closer look at the level ups for that specialty.\n\nSome level ups will allow you to unlock talents, which give specific bonuses related to the skills they’re in.\n\nExperience Multiplier\n\nYour Experience Multiplier (or XP Multiplier) is a personal value representing your health and support system, and it determines how fast you learn new skills.  It is determined as a sum of your Nutrition and Housing values.  Because it affects both your character and specialty experience points, you’ll want to keep it as high as possible by eating the nutritious food and having a well-furnished house.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'As you gain experience in Eco you will be able to unlock new specialties and new abilities within those specialties. There are two types of experience you will gain, Character Experience and Specialty Experience.  Both are increased by your Experience Multiplier.\n\nCharacter Experience\n\nCharacter Experience is your background learning rate, how fast you are gaining knowledge and abilities.  It is constantly going up, even when you’re offline.  Each real-day, you will gain Character Experience at the rate of 1 * your experience multiplier.  When you reach a level up, you will gain a new specialty unlock, represented by a star.  Each level up will require more and more character experience to gain, so it is very difficult to have more than a few specialties.\n\nSpecialty Experience\n\nSpecialty Experience is your skill at a specific ability, and rather than going up constantly, it only goes up when you perform actions related to that specialty, such as crafting or performing labor.  Like Character Experience, it too is multiplied by your Experience Multiplier. Along the left side of the screen, you’ll see icons displaying how much experience you’re gaining when you perform actions, and you can click these to get a closer look at the level ups for that specialty.\n\nSome level ups will allow you to unlock talents, which give specific bonuses related to the skills they’re in.\n\nExperience Multiplier\n\nYour Experience Multiplier (or XP Multiplier) is a personal value representing your health and support system, and it determines how fast you learn new skills.  It is determined as a sum of your Nutrition and Housing values.  Because it affects both your character and specialty experience points, you’ll want to keep it as high as possible by eating the nutritious food and having a well-furnished house.\n\n'}},
         },
         },
         ['Farmer'] = {
         ['Farmer'] = {
Line 490: Line 466:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', '\n\nFarming provides a way to take the plant species most useful to people and create a global scale food supply. Farming can also focus on plants useful for other industrial purposes, like biofuel for a potentially renewable source of energy.\n\nFarmers will need to pay attention to the resources and health of their soil, avoiding depletion and pollution. Fertilizers like Compost Fertilizer and methods of monitoring soil resources like the Soil Sampler will be important tools to keep farmland productive. Various vehicles, storage technologies, and more powerful hand tools will allow players to scale up their farming operations as the food and fuel needs of their societies increase.\n\nFarming is a big activity in Eco that we want to enhance and expand as we move forward with development. Balancing and storage will be a core part of farming improvements to start, as we make sure that Eco societies generate an appropriate demand from farmers to fuel technological growth, and that the storage objects and mechanics exist to support these demands. Farming itself has many possible improvements and expansions, among them developing and modifying seeds and organisms to be more productive or resistant to pollutants, or other environmental factors.\n\n  '}, {'EcopediaHeader', 'Soil'}, {'EcopediaSection', '\n\nThe soil of Eco contains nutrients that allow plants to grow and thrive: too much or too little of any given type can change the yield and growth speed of both naturally occurring and farmed plants. As plants grow, they take nutrients from the soil and return it when they die bringing the world into a natural state of equilibrium. Players influence these changes by removing the plants from the environment through harvesting, deforesting, mining, or introducing pollution which slowly removes nutrients from the soil. Players can reintroduce nutrients or modify the existing ratios by using fertilizers on their land.\n\nAs we increase the dependencies of the animals on the plant layers, we can have those parts of the ecosystems further affect the soil as species that consume plants can also remove nutrients from the soil. Another addition that can be considered is how topsoil exists within Eco: currently it’s purely cosmetic and tied to the biome of the area, but in each biome the topsoil is a unique and valuable resource compared to the dense clay and dirt below.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nFarming provides a way to take the plant species most useful to people and create a global scale food supply. Farming can also focus on plants useful for other industrial purposes, like biofuel for a potentially renewable source of energy.\n\nFarmers will need to pay attention to the resources and health of their soil, avoiding depletion and pollution. Fertilizers like Compost Fertilizer and methods of monitoring soil resources like the Soil Sampler will be important tools to keep farmland productive. Various vehicles, storage technologies, and more powerful hand tools will allow players to scale up their farming operations as the food and fuel needs of their societies increases.\n\nFarming is a big activity in Eco that we want to enhance and expand as we move forward with development. Balancing and storage will be a core part of farming improvements to start, as we make sure that Eco societies generate an appropriate demand from farmers to fuel technological growth, and that the storage objects and mechanics exist to support these demands. Farming itself has many possible improvements and expansions, among them developing and modifying seeds and organisms to be more productive or resistant to pollutants, or other environmental factors.\n\n  '}, {'EcopediaHeader', 'Soil'}, {'EcopediaSection', '\n\nThe soil of Eco contains nutrients that allow plants to grow and thrive: too much or too little of any given type can change the yield and growth speed of both naturally occurring and farmed plants. As plants grow, they take nutrients from the soil and return it when they die bringing the world into a natural state of equilibrium. Players influence these changes by removing the plants from the environment through harvesting, deforesting, mining, or introducing pollution which slowly removes nutrients from the soil. Players can reintroduce nutrients or modify the existing ratios by using fertilizers on their land.\n\nAs we increase the dependencies of the animals on the plant layers, we can have those parts of the ecosystems further affect the soil as species that consume plants can also remove nutrients from the soil. Another addition that can be considered is how topsoil exists within Eco: currently it’s purely cosmetic and tied to the biome of the area, but in each biome the topsoil is a unique and valuable resource compared to the dense clay and dirt below.\n\n'}},
         },
         },
         ['Fertilizers'] = {
         ['Fertilizer'] = {
                     ['displayName'] = 'Fertilizers',
                     ['displayName'] = 'Fertilizer',
                     ['displayNameUntranslated'] = 'Fertilizers',
                     ['displayNameUntranslated'] = 'Fertilizer',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Berry Extract Fertilizer Item', 'Blood Meal Fertilizer Item', 'Camas Ash Fertilizer Item', 'Composite Filler Item', 'Compost Fertilizer Item', 'Fiber Filler Item', 'Hide Ash Fertilizer Item', 'Pelt Fertilizer Item', 'Phosphate Fertilizer Item', 'Pulp Filler Item'},
                     ['subpages'] = {'Berry Extract Fertilizer Item', 'Blood Meal Fertilizer Item', 'Camas Ash Fertilizer Item', 'Composite Filler Item', 'Compost Fertilizer Item', 'Fiber Filler Item', 'Hide Ash Fertilizer Item', 'Pelt Fertilizer Item', 'Phosphate Fertilizer Item', 'Pulp Filler Item'},
Line 554: Line 530:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaQuote', '"The punishment which the wise suffer who refuse to take part in the government, is to live under the government of worse men."\n- Plato'}, {'EcopediaSection', 'Between the ecosystem and the economy lies the government, run by citizens to ensure the survival and thriving of both.\n\n  \n\n  '}, {'EcopediaSection', '\n\n    The government is created by citizens, piece by piece, growing their power and capability alongside the power of the populace.  The parts of the government are:\n\n  '}, {'EcopediaSection', 'Constitution\n\nBefore any other aspect of government can be created, a Constitution must be created at a Capitol. It determines how the government operates via civic articles.\n\n'}, {'EcopediaSection', 'Civic Articles\n\nA constitution contains civic articles which define how the government functions: who can do what, and how.  They can be created at a Capitol on a new constitution or added to an existing constitution at an Amendments table.\n\n'}, {'EcopediaSection', 'Laws\n\nLaws determine rules and processes that all citizens are compelled to follow.  A Court can hold up to 3 laws. \n\n'}, {'EcopediaSection', 'Elections\n\nElections will start automatically when making changes that require them, as determined by the constitution. They can have many effects (changing laws, electing leaders, performing executive actions).\n\n'}, {'EcopediaSection', 'Election Processes\n\nAn election process determines how elections work: who can vote and veto, how long they last, what majorities are required, etc. A Board Of Elections can hold up to three election processes.\n\n'}, {'EcopediaSection', 'Elected Titles\n\nAn Elected Title is a government position that can be given special privileges. A Government Office can hold one elected title.\n\n'}, {'EcopediaSection', 'Demographics\n\nA demographic defines a group of people according to specific rules. This group can then be used in other aspects of the government.  A Census Bureau can hold up to three demographics.\n\n'}, {'EcopediaSection', 'Districts\n\nDefines an area of land which can be referenced in laws and other places.  A Zoning Office can hold up to three district maps.\n\n'}, {'EcopediaSection', 'Executive Actions\n\nAn executive action is a one-time operation that can be performed to enact changes to society. They are performed at an Executive Office by users given privileges from the constitution (typically elected titles).\n\n'}, {'EcopediaSection', '\n\n  Ballot Boxes\n\n  A ballot box allows operations to be performed related to elections and holding office.\n\n'}, {'EcopediaSection', '\n\n  Treasury\n\n  Determines taxes on various parts of the economy.\n\n'}},
                     ['sectionsText'] = {{'EcopediaQuote', '"The punishment which the wise suffer who refuse to take part in the government, is to live under the government of worse men."\n- Plato'}, {'EcopediaSection', 'Between the ecosystem and the economy lies the government, run by citizens to ensure the survival and thriving of both.\n\n  \n\n  '}, {'EcopediaSection', '\n\n    The government is created by citizens, piece by piece, growing their power and capability alongside the power of the populace.  The parts of the government are:\n\n  '}, {'EcopediaSection', 'Constitution\n\nBefore any other aspect of government can be created, a Constitution must be created at a Capitol. It determines how the government operates via civic articles.\n\n'}, {'EcopediaSection', 'Civic Articles\n\nA constitution contains civic articles which define how the government functions: who can do what, and how.  They can be created at a Capitol on a new constitution or added to an existing constitution at an Amendments table.\n\n'}, {'EcopediaSection', 'Laws\n\nLaws determine rules and processes that all citizens are compelled to follow.  A Court can hold up to 3 laws. \n\n'}, {'EcopediaSection', 'Elections\n\nElections will be started automatically when making changes that require them, as determined by the constitution. They can have many effects (changing laws, electing leaders, performing executive actions).\n\n'}, {'EcopediaSection', 'Election Processes\n\nAn election process determines how elections work: who can vote and veto, how long they last, what majorities are required, etc. A Board Of Elections can hold up to three election processes.\n\n'}, {'EcopediaSection', 'Elected Titles\n\nAn Elected Title is a government position that can be given special privileges. A Government Office can hold one elected title.\n\n'}, {'EcopediaSection', 'Demographics\n\nA demographic defines a group of people according to specific rules. This group can then be used in other aspects of the government.  A Census Bureau can hold up to three demographics.\n\n'}, {'EcopediaSection', 'Districts\n\nDefines an area of land which can be referenced in laws and other places.  A Zoning Office can hold up to three district maps.\n\n'}, {'EcopediaSection', 'Executive Actions\n\nAn executive action is a one-time operation that can be performed to enact changes to society. They are performed at an Executive Office by users given privileges from the constitution (typically elected titles).\n\n'}, {'EcopediaSection', '\n\n  Ballot Boxes\n\n  A ballot box allows operations to be performed related to elections and holding office.\n\n'}, {'EcopediaSection', '\n\n  Treasury\n\n  Determines taxes on various parts of the economy.\n\n'}},
         },
         },
         ['Harvesting'] = {
         ['Harvesting'] = {
Line 592: Line 568:
                     ['displayNameUntranslated'] = 'Ingredients',
                     ['displayNameUntranslated'] = 'Ingredients',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Acorn Powder Item', 'Bean Paste Item', 'Boiled Rice Item', 'Camas Paste Item', 'Cereal Germ Item', 'Cornmeal Item', 'Corn Starch Item', 'Flour Item', 'Huckleberry Extract Item', 'Hydrocolloids Item', 'Infused Oil Item', 'Liquid Nitrogen Item', 'Maltodextrin Item', 'Meat Stock Item', 'Oil Item', 'Rice Flour Item', 'Rice Noodles Item', 'Simple Syrup Item', 'Sugar Item', 'Sun Cheese Item', 'Tallow Item', 'Transglutaminase Item', 'Vegetable Stock Item', 'Yeast Item'},
                     ['subpages'] = {'Acorn Powder Item', 'Bean Paste Item', 'Camas Paste Item', 'Cereal Germ Item', 'Cornmeal Item', 'Corn Starch Item', 'Flour Item', 'Huckleberry Extract Item', 'Hydrocolloids Item', 'Infused Oil Item', 'Liquid Nitrogen Item', 'Maltodextrin Item', 'Meat Stock Item', 'Oil Item', 'Rice Flour Item', 'Rice Noodles Item', 'Simple Syrup Item', 'Sugar Item', 'Sun Cheese Item', 'Tallow Item', 'Transglutaminase Item', 'Vegetable Stock Item', 'Yeast Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 609: Line 585:
                     ['summary'] = 'Allows the owner to provide free items to new citizens, as an act of good will and to boost initial citizen prosperity.',
                     ['summary'] = 'Allows the owner to provide free items to new citizens, as an act of good will and to boost initial citizen prosperity.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'ItemDistributionComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Item Distribution Component allows the owner to provide free items to new citizens, as an act of good will and to boost initial citizen prosperity.'}, {'EcopediaSection', '\n\nAll new citizens who qualify (based on how long they have played) can collect their items by visiting the Distribution Station. Upon entering the world, new citizens will start with a global map marker to alert them that the items are available. Note that the Storage Component must remain stocked with the items being distributed to allow new citizens to collect them.\n\nThe owner may designate what items are to be distributed, how many of each item, and how recently the citizen must have joined the world to be eligible.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Item Distribution Component allows the owner to provide free items to new citizens, as an act of good will and to boost initial citizen prosperity.'}, {'EcopediaSection', '\n\nAll new citizens who qualify (based on how long they have played) can collect their items by visiting the Distribution Station. Upon entering the world, new citizens will start with a global map marker to alert them that the items are available. Note that the Storage Component must remain stocked with the items being distributed to allow new citizens to collect them.\n\nThe owner may designate what items are to be distributed, how many of each item, and how recently the citizen must have joined the world to be eligible.\n\n  '}, {'EcopediaSection', 'Objects Containing a Item Distribution Component\n\nDistribution Station\n\n'}},
         },
         },
         ['Kitchen'] = {
         ['Kitchen'] = {
Line 625: Line 601:
                     ['summary'] = 'Cause-and-Effect rules designed by citizens and enforced automatically in order to achieve societal goals.',
                     ['summary'] = 'Cause-and-Effect rules designed by citizens and enforced automatically in order to achieve societal goals.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'Law'},
                     ['sectionsText'] = {{'EcopediaSection', 'Laws are the means by which the government makes changes in the world, to achieve the goals of the populace.\n\nLaws are created by placing a Court, and depending on the Civic Articles available may require an election to pass.  Each law is created with a list of causes and effects, and when the cause happens, the effect will be activated.  This allows a lot of flexibility in how the laws work, and they can cover many areas; from taxation to regulation to paid out funds incentivizing activities.\n\nMany ‘Cause’ choices will provide context about the citizen who triggered it, where it was triggered, etc. These ‘context’ properties can be seen in the Cause tooltip, and are available for specifying data in the ‘Effects’.  For example, an effect may tax the specific player who chopped down a tree.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Laws are the means by which the government makes changes in the world, to achieve goals of the populace.\n\nLaws are created by placing a Court, and depending on the Civic Articles available may require an election to pass.  Each law is created with a list of causes and effects, and when the cause happens the effect will be activated.  This allows a lot of flexibility in how the laws work, and they can cover many areas; from taxation to regulation to paid out funds incentivizing activities.\n\nMany ‘Cause’ choices will provide context about the citizen who triggered it, where it was triggered, etc. These ‘context’ properties can be seen in the Cause tooltip, and are available for specifying data in the ‘Effects’.  For example, an effect may tax the specific player who chopped down a tree\n\n  '}},
         },
         },
         ['Life in an Ecosystem'] = {
         ['Life in an Ecosystem'] = {
Line 634: Line 610:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'The Ecosystem is the provider of a vast number of resources citizens can make use of, but it is also vulnerable to their impact.  Succeeding as a society will require intelligent management of impact, using the Government to regulate what is allowed. \n\n \n\nVarious forms of Pollution can affect the environment, creating the potential for catastrophes that could destroy your food supply and halt progress, leading to ecological collapse.  Using Data tools, citizens can monitor the impact they\'re having on the world and use that data to argue for specific regulations to protect it, or accelerate the economy in other avenues.\n\nThe world begins as a vast untouched wilderness, and through the ages citizens will need to radically transform it using technology to build the industry and knowledge required to stop The Meteor.  Citizens will need to execute a careful navigation between using the resources of the ecosystem maximally and avoid damaging the environment beyond repair.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Ecosystem is the provider of a vast number of resources citizens can make use of, but it also vulnerable to their impact.  Succeeding as a society will require intelligent management of impact, using the Government to regulate what is allowed. \n\n \n\nVarious forms of Pollution can affect the environment, creating the potential for catastrophes that could destroy your food supply and halt progress, leading to ecological collapse.  Using Data tools, citizens can monitor the impact they\'re having on the world and use that data to argue for specific regulations to protect it, or accelerate the economy in other avenues.\n\nThe world begins as a vast untouched wilderness, and through the ages citizens will need to radically transform it using technology to build the industry and knowledge required to stop The Meteor.  Citizens will need to execute a careful navigation between using the resources of the ecosystem maximally and avoiding damaging the environment beyond the repair.\n\n'}},
         },
         },
         ['Lighting'] = {
         ['Lights'] = {
                     ['displayName'] = 'Lighting',
                     ['displayName'] = 'Lights',
                     ['displayNameUntranslated'] = 'Lighting',
                     ['displayNameUntranslated'] = 'Lights',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Brazier Item', 'Candle Stand Item', 'Ceiling Candle Item', 'Electric Wall Lamp Item', 'Modern Double Street Light Item', 'Modern Street Light Item', 'Steel Abstract Fixture Item', 'Steel Ceiling Light Item', 'Steel Floor Lamp Item', 'Steel Hanging Fixture Item', 'Steel Hanging Lamp Item', 'Steel Kitchen Lamp Item', 'Steel Searchlight Item', 'Steel Square Fixture Item', 'Steel Table Lamp Item', 'Stone Brazier Item', 'Streetlamp Item', 'Tallow Candle Item', 'Tallow Lamp Item', 'Tallow Wall Lamp Item', 'Torch Stand Item', 'Wall Candle Item', 'Wooden Ceiling Light Item', 'Wooden Floor Lamp Item', 'Wooden Kitchen Lamp Item', 'Wooden Table Lamp Item'},
                     ['subpages'] = {'Brazier Item', 'Candle Stand Item', 'Ceiling Candle Item', 'Electric Wall Lamp Item', 'Modern Double Street Light Item', 'Modern Street Light Item', 'Steel Ceiling Light Item', 'Steel Floor Lamp Item', 'Steel Table Lamp Item', 'Stone Brazier Item', 'Streetlamp Item', 'Tallow Candle Item', 'Tallow Lamp Item', 'Tallow Wall Lamp Item', 'Torch Stand Item', 'Wall Candle Item', 'Wooden Ceiling Light Item', 'Wooden Floor Lamp Item', 'Wooden Table Lamp Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 649: Line 625:
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Barrel Item', 'Biodiesel Item', 'Gasoline Item', 'Petroleum Item'},
                     ['subpages'] = {'Barrel Item', 'Biodiesel Item', 'Gasoline Item', 'Petroleum Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Living Room'] = {
                    ['displayName'] = 'Living Room',
                    ['displayNameUntranslated'] = 'Living Room',
                    ['summary'] = nil,
                    ['subpages'] = {'Ashlar Basalt Fireplace Item', 'Ashlar Gneiss Fireplace Item', 'Ashlar Granite Fireplace Item', 'Ashlar Limestone Fireplace Item', 'Ashlar Sandstone Fireplace Item', 'Ashlar Shale Fireplace Item', 'Ashlar Stone Fireplace Item', 'Bison Mount Item', 'Bookshelf Item', 'Brick Fireplace Item', 'Couch Item', 'Elk Mount Item', 'Goat Mount Item', 'Mortared Granite Fireplace Item', 'Mortared Limestone Fireplace Item', 'Mortared Sandstone Fireplace Item', 'Mortared Stone Fireplace Item', 'Nylon Futon Couch Item', 'Padded Chair Item', 'Sheep Mount Item', 'Shelf Cabinet Item', 'Upholstered Chair Item', 'Upholstered Couch Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 705: Line 673:
                     ['summary'] = 'Allows citizens to create and print backed currencies.',
                     ['summary'] = 'Allows citizens to create and print backed currencies.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'MintComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Mint Component allows citizens to create Currencies which are backed by a resource. \n\n'}, {'EcopediaSection', '\n\nWhen creating a currency at a Mint, a backing item is chosen, as well as an amount of Coins per Item that are generated from each item consumed.  By using a backing item for currency, the total possible amount of currency can be limited to the number of items contributed, thus providing more stability as it becomes harder to flood the market with new currency.  The choice in backing item will affect this, with more rare items generally providing more stability by being harder to obtain.\n\nThe backing material and coins per item are permanent, so be careful when deciding how to back a currency. Once a currency is minted, it will become tied to the mint it was created on, even if that mint is picked up.\n\nCitizens who have been granted consumer rights in the Authorization Component can use the Mint Component to mint additional currency. Currency can be minted into the target Bank Account selected by the mint owner, or any bank account the citizen minting has access to in the Bank Component.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Mint Component allows citizens to create Currencies which are backed by a resource. \n\n'}, {'EcopediaSection', '\n\nWhen creating a currency at a Mint, a backing item is chosen, as well as an amount of Coins per Item that are generated from each item consumed.  By using a backing item for currency, the total possible amount of currency can be limited to the number of items contributed, thus providing more stability as it becomes harder to flood the market with new currency.  The choice in backing item will affect this, with more rare items generally providing more stability by being harder to obtain.\n\nThe backing material and coins per item are permanent, so take care when deciding how to back a currency. Once a currency is minted, it will become tied to the mint it was created on, even if that mint is picked up.\n\nCitizens who have been granted consumer rights in the Authorization Component can use the Mint Component to mint additional currency. Currency can be minted into the target Bank Account selected by the mint owner, or any bank account the citizen minting has access to in the Bank Component.\n\n  '}, {'EcopediaSection', 'Objects Containing a Mint Component\n\nMint\n\n'}},
         },
         },
         ['Modern Upgrades'] = {
         ['Modern Upgrades'] = {
Line 722: Line 690:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', ' The Modules Component allows citizens to insert upgrades into their Crafting tables. After inserting an upgrade, work orders on that table will have reduced resource costs and crafting times.'}, {'EcopediaHeader', 'Using Upgrades'}, {'EcopediaSection', '\n\nUpgrades come in five different quality levels. A level 1 upgrade decreases the resource cost and craft time by 10%, with each progressive level adding an additional decrease.\n\nCrafting tables accept different types of upgrades. Early tables accept \'Basic Upgrades\', while later tables require \'Advanced Upgrades\' or \'Modern Upgrades\'. Each tier of upgrade has five different quality levels, with the highest quality level being a Specialty Upgrade.\n\nSome recipes have costs using Static Ingredients. Static ingredients are not affected by the resource cost reduction, but the recipes that contain them still get a reduction for crafting time. \n\n '}, {'EcopediaHeader', 'Specialty Upgrades'}, {'EcopediaSection', '\n\nThe highest level of upgrade can only be crafted by a citizen who has reached the maximum level in their chosen Specialty. Unlike other upgrades, these upgrades receive an additional cost reduction when crafting recipes using the specified profession.\n\nSome specialties have different tiers of upgrades that correspond to different crafting tables. For example, Carpentry has the Carpentry Basic Upgrade for the Carpentry Table and the Carpentry Advanced Upgrade for the Sawmill.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', ' The Module Component allows citizens to insert upgrades into their Crafting tables. After inserting an upgrade, work orders on that table will have reduced resource costs and crafting times.'}, {'EcopediaHeader', 'Using Upgrades'}, {'EcopediaSection', '\n\nUpgrades come in five different quality levels. A level 1 upgrade decreases the resource cost and craft time by 10%, with each progressive level adding an additional decrease.\n\nCrafting tables accept different types of upgrades. Early tables accept \'Basic Upgrades\', while later tables require \'Advanced Upgrades\' or \'Modern Upgrades\'. Each tier of upgrade has five different quality levels, with the highest quality level being a Specialty Upgrade.\n\nSome recipes have costs using Static Ingredients. Static ingredients are not affected by the resource cost reduction, but the recipes that contain them still get a reduction for crafting time. \n\n '}, {'EcopediaHeader', 'Specialty Upgrades'}, {'EcopediaSection', '\n\nThe highest level of upgrade can only be crafted by a citizen who has reached the maximum level in their chosen Specialty. Unlike other upgrades, these upgrades recieve an additional cost reduction when crafting recipes using the specified profession.\n\nSome specialties have different tiers of upgrades that correspond to different crafting tables. For example, Carpentry has the Carpentry Basic Upgrade for the Carpentry Table and the Carpentry Advanced Upgrade for the Sawmill.\n\n  '}},
         },
         },
         ['My Deeds Component'] = {
         ['My Deeds Component'] = {
Line 730: Line 698:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe My Deeds Component allows citizens to view and manage all Property that they own, providing an interface to access them easily.\n\n  '}, {'EcopediaSection', '\n\nThis component is accessed from a Real Estate Desk. It provides links to all of the individual deeds that can be accessed by interacting with a Land Claim Stake on a deed the citizen owns.\n\nCitizens can quickly rename their deeds, choose a color for that property on the minimap, or provide consumer rights to other citizens, all of which is normally done through the Authorization Component.\n\nA useful feature of this component is the ability to quickly move plots of property from one deed to another. This includes the option to create a new deed to split an existing piece of property.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe My Deeds Component allows citizens to see view and manage all Property that they own, providing an interface to access them easily.\n\n  '}, {'EcopediaSection', '\n\nThis component is accessed from a Real Estate Desk. It provides links to all of the individual deeds that can be accessed by interacting with a Land Claim Stake on a deed the citizen owns.\n\nCitizens can quickly rename their deeds, choose a color for that property on the minimap, or provide consumer rights to other citizens, all of which is normally done through the Authorization Component.\n\nA useful feature of this component is the ability to quickly move plots of property from one deed to another. This includes the option to create a new deed to split an existing piece of property.\n\n'}},
         },
         },
         ['Nutrition'] = {
         ['Nutrition'] = {
Line 738: Line 706:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', '\n\nYour Experience is determined by your nutrition and Housing, and the more nutritious the food you eat the faster you will gain experience.  The healthier you are, the faster you advance.\n\nThere are four nutrients represented in foods: Protein, Fat, Vitamins, and Carbs.  Your experience multiplier is determined by adding up the average of each of these nutrients in all the food you’ve eaten in the last 24 hours. This means that if you eat junk food (low nutrients) it will affect you for 24 hours before it has passed through your body.\n\nAdditionally, a balance multiplier is applied, giving an additional 0% - 50% of your total based on how equal the nutrients are in your body. If you have exactly 25% of each nutrient for example, you will gain an extra 50% skill.\n\nDepending on the difficulty settings for this server, a ‘skill gain multiplier’ may also be set which increases it further.\n\nFinally, a base skill gain value is added to the total. This ensures that even when you’re totally starving, you’re still gaining at least some skill.  You can see all these calculations for yourself in the tooltip for food in the bottom left UI.\n\nCalories\n\nCalories, unlike nutrients, are spent when you perform work, and when you run out of calories you’ll be unable to work until you eat more.  Calorie usage can be greatly reduced by upgraded tools and leveling-up skills.\n\nAll food provides both calories and nutrients, so while gaining calories from food you’re also determining your skill multiplier, so watch that diet.\n\n'}, {'EcopediaSection', 'Feeding the World\n\nFood forms the backbone of a growing society in Eco, fueling the increase in skills needed to build a civilization.  A well-organized network of food producers, from farmers to chefs, ensures that citizens gain skills at the rate they need.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nYour ExperienceExperience is determined by your nutrition and housingHousing, and the more nutritious the food you eat the faster you will gain Experience.  The healthier you are, the faster you advance.\n\nThere are four nutrients represented in foods: Protein, Fat, Vitamins, and Carbs.  By adding up the average of each of these nutrients in all the food you’ve eaten in the last 24 hours, your experience multiplier is determined.   This means that if you eat junk food (low nutrients) it will affect you for 24 hours before it has passed through your body.\n\nAdditionally, a balance multiplier is applied, giving an additional 0% - 50% of your total based on how equal the nutrients are in your body. If you have exactly 25% of each nutrient for example, you will gain an extra 50% skill.\n\nDepending on the difficulty settings for this server, a ‘skill gain multiplier’ may also be set which increases it further.\n\nFinally, a base skill gain value is added to the total. This ensures that even when you’re totally starving, you’re still gaining at least some skill.  You can see all these calculations for yourself in the tooltip for food in the bottom left UI.\n\nCalories\n\nCalories, unlike nutrients, are spent when you perform work, and when you run out of calories you’ll be unable to work until you eat more.  Calorie usage can be greatly reduced by upgraded tools and leveling-up skills.\n\nAll food provides both calories and nutrients, so while gaining calories from food you’re also determining your skill multiplier, so watch that diet.\n\n'}, {'EcopediaSection', 'Feeding the World\n\nFood forms the backbone of a growing society in Eco, fueling the increase in skills needed to build a civilization.  A well-organized network of food producers, from farmers to chefs, ensures that citizens gain skills at the rate they need.\n\n'}},
         },
         },
         ['Ore'] = {
         ['Ore'] = {
Line 753: Line 721:
                     ['summary'] = 'The Pipe Component allows a citizen to check the status of an object’s smog output and water usage.',
                     ['summary'] = 'The Pipe Component allows a citizen to check the status of an object’s smog output and water usage.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'LiquidConsumerComponent', 'LiquidProducerComponent', 'PipeComponent'},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe Pipe Component allows a citizen to check the status of an object’s smog output, water usage, and sewage flow.  \n\n  '}, {'EcopediaHeader', 'Pipe Requirements'}, {'EcopediaSection', '\n\nWhen opening the Pipe Component, different pipe inputs and outputs will appear to represent the pipe requirements. Objects with this component must meet all the pipe requirements for that object to be active.\n\nSome objects require all three uses of pipes to have an active Status, while other objects only require some. Each pipe system can only be used for one of the three uses. \n\nBy holding the mouse over the display for one of the pipes, a tooltip appears with more information about why a pipe is or isn\'t active.\n\n  '}, {'EcopediaHeader', 'Smog Output'}, {'EcopediaSection', '\n\nBy checking the Smog Output tooltip, a citizen can find additional information about the current object’s pollution output and the world’s Pollution levels.\n\n \n\nPipes can be used to redirect the flow of the air pollution. The pipes containing the Smog Output can have multiple inputs but must have only one open end, outside of all rooms, and above the object.\n\nObjects that emit smog pollution only pollute when the object is active. \n\n '}, {'EcopediaHeader', 'Water and Sewage'}, {'EcopediaSection', '\n\nObjects with a Water Input and pumps with a Water Output connect through a system of pipes. Water pipes systems can have multiple inputs for water pumps and multiple outputs for each object with a water demand. \n\nBy checking the water tooltip in the Pipe Component, a citizen can see exactly how much water an object is producing or consuming. If there is not enough water being produced, objects will start to become inactive.\n\nPipes containing Sewage Output function similar to water pipes, but the Sewage they contain is a source of ground pollution. After Waste Filters are invented, the sewage output can be piped into a filter to mitigate the ground pollution.\n\n '}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe Pipe Component allows a citizen to check the status of an object’s smog output, water usage, and sewage flow.  \n\n  '}, {'EcopediaHeader', 'Pipe Requirements'}, {'EcopediaSection', '\n\nWhen opening the Pipe Component, different pipe inputs and outputs will appear to represent the pipe requirements. Objects with this component must meet all the pipe requirements for that object to be active.\n\nSome objects require all three uses of pipes to have an active Status, while others objects only require some. Each pipe system can only be used for one of the three uses. \n\nBy holding the mouse over the display for one of the pipes, a tooltip appears with more information about why a pipe is or isn\'t active.\n\n  '}, {'EcopediaHeader', 'Smog Output'}, {'EcopediaSection', '\n\nBy checking the Smog Output tooltip, a citizen can find additional information about the current object’s pollution output and the world’s Pollution levels.\n\n \n\nPipes can be used to redirect the flow of the air pollution. The pipes containing the Smog Output can have multiple inputs but must have only one open end, outside of all rooms, and above the object.\n\nObjects that emit smog pollution only pollute when the object is active. \n\n '}, {'EcopediaHeader', 'Water and Sewage'}, {'EcopediaSection', '\n\nObjects with a Water Input and pumps with a Water Output connect through a system of pipes. Water pipes systems can have multiple inputs for water pumps and multiple outputs for each object with a water demand. \n\nBy checking the water tooltip in the Pipe Component, a citizen can see exactly how much water an object is producing or consuming. If there is not enough water being produced, objects will start to become inactive.\n\nPipes containing Sewage Output function similar to water pipes, but the Sewage they contain is a source of ground pollution. After Waste Filters are invented, the sewage output can be piped into to a filter to mitigate the ground pollution.\n\n '}},
         },
         },
         ['Pipes'] = {
         ['Pipes'] = {
Line 778: Line 746:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', '\n\nAs citizens burn fuel to cook or generate power, smelt metals, process sewage, and engage in countless other necessary industrial activities, a common byproduct is pollution. Pollution is any substance that can act as a contaminant or poison when introduced back into the environment. In Eco there are many sources and several varieties of pollution, some of which are more potent than others. Heavy metals can contaminate soil, affecting available nutrients and the health of plants and animals living on and in it. Water can spread contaminants rapidly and increase the size of their impact. Air pollution can pour invisibly or visibly from a stove or a power plant, adding to greenhouse gasses and impacting the air quality, as well as fall back down into the ground as acid rain. \n\nTo ensure the survival of ecosystems and preserve resources like soil and water, players will have to manage and contain the sources of pollution their civilization creates. In some cases, spills or deadly concentrations will be inevitable, and then remediation and storage may be the only option to return the land to an unharmed state. \n\n'}, {'EcopediaHeader', 'Ground Pollution'}, {'EcopediaSection', '\n\nOnce released into the soils and water table, ground pollutants are not easy to stop or remove. Various materials in Eco are sources of ground pollution, most notably tailings from mining and garbage from crafting and other player activities. Pollution spreads as a gradient that increases in concentration with time if the source of pollutants remains or increases. When the source of pollutants is removed from contact with the ground, ground pollution spreads and dissipates with time.\n\n'}, {'EcopediaHeader', 'Air Pollution'}, {'EcopediaSection', '\n\nMany player activities can create harmful emissions which if released into the atmosphere act as air pollution. Crafting at objects with CO2 outputs or running generators with them contributes to local and global pollution levels. Over long periods of time, global CO2 levels contributes to a global warming effect which affects sea level in turn. There are natural sinks and intakes for some pollutants like CO2 such as forests.\n\nConcentrations of air pollution will fall back to the ground as acid rain, which we simulate using the air pollution and local rainfall quantities. \n\n'}, {'EcopediaHeader', 'Water Pollution'}, {'EcopediaSection', '\n\nWater is a medium through which pollution spreads more quickly and further, rushing downstream and blossoming out in lakes or oceans. Pollution in the water generally comes from nearby ground pollution sources, but also may be entering the water via the acid rain mechanic in areas with lots of air pollution. \n\nRemoval of the source is the only way to currently stop water pollution, but clean-up and remediation strategies are features we are considering for the future.\n\n'}, {'EcopediaHeader', 'Containment'}, {'EcopediaSection', '\n\nIn many cases, there is no perfect solution to deal with polluting materials. Space must be made to store various pollutants, and pollutants must be stored in a way that prevents them from re-entering the surrounding environment. This is a challenge that should be key to environmental management of industry in Eco. Currently tailings mechanics require deep underground storage; this will be improved with further development. \n\nContainment mechanics are the forefront of features we want to improve related to the Pollution group of features in Eco. Players should be using containment to deal with the vast quantities of tailings and garbage that their societies produce.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nAs citizens burn fuel to cook or generate power, smelt metals, process sewage, and engage in countless other necessary industrial activities, a common byproduct is pollution. Pollution is any substance that can act as a contaminant or poison when introduced back into the environment. In Eco there are many sources and several varieties of pollution, some of which are more potent than others. Heavy metals can contaminate soil, affecting available nutrients and the health of plants and animals living on and in it. Water can spread contaminants rapidly and increase the size of their impact. Air pollution can pour invisibly or obviously from a stove or a power plant, adding to greenhouse gasses and impacting the air quality, as well as fall back down into the ground as acid rain. \n\nTo ensure the survival of ecosystems and preserve resources like soil and water, players will have to manage and contain the sources of pollution their civilization creates. In some cases, spills or deadly concentrations will be inevitable, and then remediation and storage may be the only option to return the land to an unharmed state. \n\n'}, {'EcopediaHeader', 'Ground Pollution'}, {'EcopediaSection', '\n\nOnce released into the soils and water table, ground pollutants are not easy to stop or remove. Various materials in Eco are sources of ground pollution, most notably tailings from mining and garbage from crafting and other player activities. Pollution spreads as a gradient that increases in concentration with time if the source of pollutants remains or increases. When the source of pollutants is removed from contact with the ground, ground pollution spreads and dissipates with time.\n\n'}, {'EcopediaHeader', 'Air Pollution'}, {'EcopediaSection', '\n\nMany player activities can create harmful emissions which if released into the atmosphere act as air pollution. Crafting at objects with CO2 outputs or running generators with them contributes to local and global pollution levels. Over long periods of time, global CO2 levels contributes to a global warming effect which affects sea level in turn. There are natural sinks and intakes for some pollutants like CO2 such as forests.\n\nConcentrations of air pollution will fall back to the ground as acid rain, which we simulate using the air pollution and local rainfall quantities. \n\n'}, {'EcopediaHeader', 'Water Pollution'}, {'EcopediaSection', '\n\nWater is a medium through which pollution spreads more quickly and further, rushing downstream and blossoming out in lakes or oceans. Pollution in the water generally comes from nearby ground pollution sources, but also may be entering the water via the acid rain mechanic in areas with lots of air pollution. \n\nRemoval of the source is the only way to currently stop water pollution, but clean-up and remediation strategies are features we are considering for the future.\n\n'}, {'EcopediaHeader', 'Containment'}, {'EcopediaSection', '\n\nIn many cases, there is no perfect solution to deal with polluting materials. Space must be made to store various pollutants, and pollutants must be stored in a way that prevents them from re-entering the surrounding environment. This is a challenge that should be key to environmental management of industry in Eco. Currently tailings mechanics require deep underground storage; this will be improved with further development. \n\nContainment mechanics are the forefront of features we want to improve related to the Pollution group of features in Eco. Players should be using containment to deal with the vast quantities of tailings and garbage that their societies produce.\n\n'}},
         },
         },
         ['Power'] = {
         ['Power'] = {
Line 793: Line 761:
                     ['summary'] = 'The Power Component is used to check the supply and demand for power and fuel.',
                     ['summary'] = 'The Power Component is used to check the supply and demand for power and fuel.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'FuelSupplyComponent', 'PowerGeneratorComponent', 'PowerGridComponent', 'PowerConsumptionComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Power Component is used to check the status of local power grid. It is also used to check the consumption of objects that require fuel to operate.'}, {'EcopediaHeader', 'Fuel'}, {'EcopediaSection', '\n\nObjects that consume fuel will have fuel input here, and each may require different types of fuel to operate. The tooltips for the accepted fuel contain a list of specific items that can be used to fuel the object. Fuel can also be added from the Storage Component.\n\nWhile operating, an object consumes fuel every second, measured in Watts (W). Each type of fuel contains a different amount of potential energy, measured in Joules (J). For every 1 Watt needed per second, 1 Joule of energy is consumed. Fuel is not consumed while the object is inactive.\n\n  '}, {'EcopediaHeader', 'Energy Stats'}, {'EcopediaSection', '\n\nThere are two types of Power that can be used by an object, Electric and Mechanical. The power grid displays the type and availability of the needed power for this object. If there is not enough power supply to match the power demanded, objects will become inactive.\n\nPower generators that consume fuel become inactive if there are no nearby objects demanding power. There is no need to turn them on and off to conserve fuel.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Power Component is used to check the status of local power grid. It is also used to check the consumption of objects that require fuel to operate.'}, {'EcopediaHeader', 'Fuel'}, {'EcopediaSection', '\n\nObjects that consume fuel will can have fuel input here, and each may require different types of fuel to operate. The tooltips for the accepted fuel contain a list of specific items that can be used to fuel the object. Fuel can also be added from the Storage Component.\n\nWhile operating, an object consumes fuel every second, measured in Watts (W). Each type of fuel contains a different amount of potential energy, measured in Joules (J). For every 1 Watt needed per second, 1 Joule of energy is consumed. Fuel is not consumed while the object is inactive.\n\n  '}, {'EcopediaHeader', 'Energy Stats'}, {'EcopediaSection', '\n\nThere are two types of Power that can be used by an object, Electric and Mechanical. The power grid displays the type and availability of the needed power for this object. If there is not enough power supply to match the power demanded, objects will become inactive.\n\nPower generators that consume fuel become inactive if there are no nearby objects demanding power. There is no need to turn them on and off to conserve fuel.\n\n  '}, {'EcopediaSection', 'Objects Containing a Fuel Supply Component\n\nAshlar Basalt Fireplace\n\nAshlar Gneiss Fireplace\n\nAshlar Granite Fireplace\n\nAshlar Limestone Fireplace\n\nAshlar Sandstone Fireplace\n\nAshlar Shale Fireplace\n\nAshlar Stone Fireplace\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nBrazier\n\nBrick Fireplace\n\nCampfire\n\nCandle Stand\n\nCast Iron Stove\n\nCeiling Candle\n\nCement Kiln\n\nCombustion Generator\n\nCrane\n\nExcavator\n\nKiln\n\nMortared Granite Fireplace\n\nMortared Limestone Fireplace\n\nMortared Sandstone Fireplace\n\nMortared Stone Fireplace\n\nOil Refinery\n\nPowered Cart\n\nSkid Steer\n\nSteam Engine\n\nSteam Tractor\n\nSteam Truck\n\nStone Brazier\n\nTallow Candle\n\nTallow Lamp\n\nTallow Wall Lamp\n\nTorch Stand\n\nTruck\n\nWall Candle\n\n'}, {'EcopediaSection', 'Objects Containing a Power Generator Component\n\nCombustion Generator\n\nSolar Generator\n\nSteam Engine\n\nWaterwheel\n\nWind Turbine\n\nWindmill\n\n'}, {'EcopediaSection', 'Objects Containing a Power Grid Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nArrastra\n\nAutomatic Loom\n\nCombustion Generator\n\nComputer Lab\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectric Wall Lamp\n\nElectric Water Pump\n\nFroth Floatation Cell\n\nJaw Crusher\n\nLaboratory\n\nLaser\n\nLathe\n\nMechanical Water Pump\n\nMill\n\nModern Double Street Light\n\nModern Street Light\n\nPump Jack\n\nRefrigerator\n\nRobotic Assembly Line\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSolar Generator\n\nSpin Melter\n\nStamp Mill\n\nSteam Engine\n\nSteel Abstract Fixture\n\nSteel Ceiling Light\n\nSteel Floor Lamp\n\nSteel Hanging Fixture\n\nSteel Hanging Lamp\n\nSteel Kitchen Lamp\n\nSteel Square Fixture\n\nSteel Table Lamp\n\nStove\n\nStreetlamp\n\nTransmission Pole\n\nWashing Machine\n\nWaste Filter\n\nWaterwheel\n\nWind Turbine\n\nWindmill\n\nWood Kitchen Lamp\n\nWooden Ceiling Light\n\nWooden Floor Lamp\n\nWooden Table Lamp\n\n'}, {'EcopediaSection', 'Objects Containing a Power Consumption Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nArrastra\n\nAutomatic Loom\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectric Wall Lamp\n\nElectric Water Pump\n\nFroth Floatation Cell\n\nJaw Crusher\n\nLaboratory\n\nLaser\n\nLathe\n\nMechanical Water Pump\n\nMill\n\nModern Double Street Light\n\nModern Street Light\n\nPump Jack\n\nRefrigerator\n\nRobotic Assembly Line\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSpin Melter\n\nStamp Mill\n\nSteel Abstract Fixture\n\nSteel Ceiling Light\n\nSteel Floor Lamp\n\nSteel Hanging Fixture\n\nSteel Hanging Lamp\n\nSteel Kitchen Lamp\n\nSteel Square Fixture\n\nSteel Table Lamp\n\nStove\n\nStreetlamp\n\nWashing Machine\n\nWaste Filter\n\nWood Kitchen Lamp\n\nWooden Ceiling Light\n\nWooden Floor Lamp\n\nWooden Table Lamp\n\n'}},
         },
         },
         ['Power Generation'] = {
         ['Power Generation'] = {
Line 824: Line 792:
                     ['displayNameUntranslated'] = 'Products',
                     ['displayNameUntranslated'] = 'Products',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Wood Pulp Item', 'Advanced Circuit Item', 'Advanced Combustion Engine Item', 'Basic Circuit Item', 'Board Item', 'Boiler Item', 'Cellulose Fiber Item', 'Cement Item', 'Charcoal Item', 'Cloth Item', 'CO2 Canister Item', 'Combustion Engine Item', 'Copper Plate Item', 'Copper Wiring Item', 'Cotton Boll Item', 'Cotton Fabric Item', 'Cotton Lint Item', 'Cotton Thread Item', 'Electric Motor Item', 'Epoxy Item', 'Ethanol Item', 'Fiberglass Item', 'Fur Pelt Item', 'Gearbox Item', 'Gold Flakes Item', 'Gold Wiring Item', 'Hardwood Board Item', 'Heat Sink Item', 'Iron Axle Item', 'Iron Gear Item', 'Iron Plate Item', 'Iron Saw Blade Item', 'Iron Wheel Item', 'Kelp Item', 'Leather Hide Item', 'Light Bulb Item', 'Mortar Item', 'Nail Item', 'Nylon Item', 'Nylon Fabric Item', 'Nylon Thread Item', 'Paper Item', 'Piston Item', 'Plant Fibers Item', 'Plastic Item', 'Portable Steam Engine Item', 'Quicklime Item', 'Radiator Item', 'Rebar Item', 'Rivet Item', 'Rubber Wheel Item', 'Screws Item', 'Servo Item', 'Shorn Wool Item', 'Softwood Board Item', 'Spoiled Food Item', 'Steel Axle Item', 'Steel Gear Item', 'Steel Gearbox Item', 'Steel Plate Item', 'Steel Saw Blade Item', 'Substrate Item', 'Synthetic Rubber Item', 'Valve Item', 'Wooden Wheel Item', 'Wool Fabric Item', 'Wool Yarn Item'},
                     ['subpages'] = {'Wood Pulp Item', 'Advanced Circuit Item', 'Advanced Combustion Engine Item', 'Basic Circuit Item', 'Board Item', 'Boiler Item', 'Cellulose Fiber Item', 'Cement Item', 'Charcoal Item', 'Cloth Item', 'CO2 Canister Item', 'Combustion Engine Item', 'Copper Wiring Item', 'Cotton Boll Item', 'Cotton Fabric Item', 'Cotton Thread Item', 'Electric Motor Item', 'Epoxy Item', 'Fiberglass Item', 'Fur Pelt Item', 'Gearbox Item', 'Gold Flakes Item', 'Gold Wiring Item', 'Hardwood Board Item', 'Heat Sink Item', 'Iron Axle Item', 'Iron Gear Item', 'Iron Plate Item', 'Iron Saw Blade Item', 'Iron Wheel Item', 'Kelp Item', 'Leather Hide Item', 'Light Bulb Item', 'Mortar Item', 'Nail Item', 'Nylon Item', 'Nylon Fabric Item', 'Nylon Thread Item', 'Paper Item', 'Piston Item', 'Plant Fibers Item', 'Plastic Item', 'Portable Steam Engine Item', 'Quicklime Item', 'Radiator Item', 'Rebar Item', 'Rivet Item', 'Rubber Wheel Item', 'Screws Item', 'Servo Item', 'Shorn Wool Item', 'Softwood Board Item', 'Steel Axle Item', 'Steel Gear Item', 'Steel Gearbox Item', 'Steel Plate Item', 'Steel Saw Blade Item', 'Substrate Item', 'Synthetic Rubber Item', 'Valve Item', 'Wooden Wheel Item', 'Wool Fabric Item', 'Wool Yarn Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 831: Line 799:
                     ['displayName'] = 'Profession Overview',
                     ['displayName'] = 'Profession Overview',
                     ['displayNameUntranslated'] = 'Profession Overview',
                     ['displayNameUntranslated'] = 'Profession Overview',
                     ['summary'] = 'Professions grant citizens special abilities and allow them to craft advanced items.',
                     ['summary'] = 'Professions grant citizens special ability and the ability to craft advanced items.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Professions are groups of similar Specialties that unlock new crafting recipes and provide abilities like reduced calorie usage when crafting or using a tool. Within each profession is a group of similar specialties.\n\n  \n\nBelow is a list of all professions and the corresponding specialties. Citizens can choose to focus on one profession or learn specialties from a variety of professions.\n\n  '}, {'EcopediaHeader', 'Carpenter'}, {'EcopediaSection', '\n\nCarpenters specialize in harvesting trees and processing the wood into furniture and building material for homes.\n\n  - Logging allows citizens to harvest trees more efficiently. In addition, Logging is used to produce Hewn Log which are the primary building material for the carpentry profession.\n\n  - Carpentry allows citizens to produce wooden furniture and Boards. By using a Sawmill, citizens with this specialty can produce Lumber.\n\n  - Composites allows citizens to use advanced technology to produce the finest quality Composite Lumber building material.\n\n  - Paper Milling allows citizens to refine wood pulp into Paper. Paper is used for some specialty furniture.\n\n'}, {'EcopediaHeader', 'Chef'}, {'EcopediaSection', '\n\nChefs specialize in cooking more nutritious food to boost the rate citizens gain experience.\n\n  - Campfire Cooking is the entry level Chef specialty that uses a Campfire to prepare basic meals.\n\n  - Cooking is the second step in the Chef profession that uses a Cast Iron Stove to produce higher quality meals.\n\n  - Baking is an alternative to Cooking that uses Flour to produce baked goods.\n\n  - Advanced Cooking is a high-level Chef profession that produces the most nutritious food.\n\n  - Advanced Baking is an alternative to Advanced Cooking that uses Leavened Dough to make high quality baked goods. \n\n '}, {'EcopediaHeader', 'Engineer'}, {'EcopediaSection', '\n\nEngineers specialize in producing vehicles and advanced crafting materials for use by other professions.\n\n  - Basic Engineering allows citizens to produce roads and carts to help with transportation. In addition, basic engineering creates the crafting tables necessary to process and smelt ore.\n\n  - Mechanics allows to citizens to create early motorized vehicles, like a Steam Truck. Mechanics provides the first source of electric power to help enable tecnological progression.\n\n  - Industry allows citizens to create advanced vehicles, like an Excavator that can quickly collect large amounts of natural resources.\n\n  - Oil Drilling allows citizens to use a Pump Jack to collect Petroleum for use in fuel and a variety of industrial projects.\n\n  - Electronics uses expensive ingredients to produce the most advanced materials needed for modern crafting projects. In addition to providing a source of green electricity, electronics is used to craft the Laser needed to save the world from the meteor.\n\n'}, {'EcopediaHeader', 'Farmer'}, {'EcopediaSection', '\n\nFarmers are specialists in agriculture. The crops they produce are a primary source of the calories needed for citizens to perform work.\n\n  - Gathering allows citizens to harvest more produce from both wild plants and human-created farms.\n\n  - Farming allows citizens to create seeds out of produce to help create large farms.\n\n  - Fertilizers allows citizens to craft fertilizer and test soil conditions with a Soil Sampler.\n\n  - Milling allows citizens to process products in a Mill for use by chefs in more advanced recipes.\n\n'}, {'EcopediaHeader', 'Hunter'}, {'EcopediaSection', '\n\nHunters are specialists at efficiently hunting animals and preparing meat for use by chefs. The two hunter specialties are closely linked as the animals hunted must be processed before the meat can be used by a chef. \n\n  - Hunting grants citizens bonus damage when hunting animals and allows them to approach animals at a closer distance without causing them to run.\n\n  - Butchery allows citizens to process animal carcasses into prepared meat for chefs. The pelts and hides they create can be used for clothing and other crafting projects.\n\n'}, {'EcopediaHeader', 'Mason'}, {'EcopediaSection', '\n\nMasons are specialists at mining and working with stone. They provide a valuable source of building material and furniture for homes. The ore they collect is used by Smiths to smelt metal bars.\n\n  -Mining allows citizens to expend less calories while mining stone and ore. Miners also process collected ore to be used for smelting.\n\n  -Masonry allows citizens to produce Mortar, a primary ingredient for most mason building materials. The Mortared Stone they produce is a great source of early housing material.\n\n  -Pottery allows citizens to craft Brick building material and furniture out of Clay.\n\n  -Glassworking allows citizens to create Glass and later Framed Glass. Glass is a nice supplemental building material and is used in a variety of industrial projects.\n\n  -Advanced Masonry is a high-level mason skill that produces the finest quality Ashlar Stone building material and furniture.\n\n'}, {'EcopediaHeader', 'Smith'}, {'EcopediaSection', '\n\nSmiths specialize in smelting ore and making tools for other citizens using the metal bars they create.\n\n  - Smelting allows citizens to smelt the metal bars that make up the foundation of technological advancement. The iron tools they create provide significant benefit over the early stone tools.\n\n  - Advanced Smelting allows citizens to further refine iron bars into Steel Bar for use in industry and high-tier building materials. Citizens with this specialty can use the steel they create to make more advanced tools.\n\n'}, {'EcopediaHeader', 'Tailor'}, {'EcopediaSection', '\n\nThe Tailor specializes in making high end furniture and specialized clothing that provide bonuses when worn. Unlike most professions, there is only one Tailor specialty.\n\n  - Tailoring allows citizens to create Cloth to create high quality furniture and for use in crafting projects by a variety of professions. The clothing tailors create provides citizens with special bonuses. For example, a Big Backpack has a higher maximum weight limit than the starter Basic Backpack.\n\n'}, {'EcopediaHeader', 'Survivalist'}, {'EcopediaSection', '\n\nSurvivalists specialize in carrying extra weight and reducing the calories expended when using basic tools. All citizens are survivalists in the world of Eco. \n\n  - Experience in Self Improvement is gained anytime a citizen levels up another specialty. Self-improvement has two main benefits. As citizens progress, they will have increased carry weight capacity and a larger stomach capacity for extra calories. In addition, less calories are consumed when using hammers and shovels.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Professions are groups of similar Specialties that unlock new crafting recipes and provide abilities like reduced calorie usage when crafting or using a tool. Within each profession is a group of similar specialties.\n\n  \n\nBelow is a list of all professions and the corresponding specialties. Citizens can choose to focus on one profession or learn specialties from a variety of professions.\n\n  '}, {'EcopediaHeader', 'Carpenter'}, {'EcopediaSection', '\n\nCarpenters specialize in harvesting trees and processing the wood into furniture and building material for homes.\n\n  - Logging allows citizens to harvest trees more efficiently. In addition, Logging is used to produce Hewn Log which are the primary building material for the carpentry profession.\n\n  - Carpentry allows citizens to produce wooden furniture and Boards. By using a Sawmill, citizens with this specialty can produce Lumber.\n\n  - Composites allows citizens to use advanced technology to produce the finest quality Composite Lumber building material.\n\n  - Paper Milling allows citizens to refine wood pulp into Paper. Paper is used for some specialty furniture.\n\n'}, {'EcopediaHeader', 'Chef'}, {'EcopediaSection', '\n\nChefs specialize in cooking more nutritious food to boost the rate citizens gain experience.\n\n  - Campfire Cooking is the entry level Chef specialty that uses a Campfire to prepare basic meals.\n\n  - Cooking is the second step in the Chef profession that uses a Cast Iron Stove to produce higher quality meals.\n\n  - Baking is an alternative to Cooking that uses Flour to produce baked goods.\n\n  - Advanced Cooking is a high-level Chef profession that produces the most nutritious food.\n\n  - Advanced Baking is an alternative to Advanced Cooking that uses Leavened Dough to make high quality baked goods. \n\n '}, {'EcopediaHeader', 'Engineer'}, {'EcopediaSection', '\n\nEngineers specialize in producing vehicles and advanced crafting materials for use by other professions.\n\n  - Basic Engineering allows citizens to produce roads and carts to help with transportation. In addition, basic engineering creates the crafting tables necessary to process and smelt ore.\n\n  - Mechanics allows to citizens to create early motorized vehicles, like a Steam Truck. Mechanics provides the first source of electric power to help enable tecnological progression.\n\n  - Industry allows citizens to create advanced vehicles, like an Excavator that can quickly collect large amounts of natural resources.\n\n  - Oil Drilling allows citizens to use a Pump Jack to collect Petroleum for use in fuel and a variety of industrial projects.\n\n  - Electronics uses expensive ingredients to produce the most advanced materials needed for modern crafting projects. In addition to providing a source of green electricity, electronics is used to craft the Laser needed to save the world from the meteor.\n\n'}, {'EcopediaHeader', 'Farmer'}, {'EcopediaSection', '\n\nFarmers are specialists in agriculture. The crops they produce are a primary source of the calories needed for citizens to perform work.\n\n  - Gathering allows citizens to harvest more produce from both wild plants and human-created farms.\n\n  - Farming allows citizens to create seeds out of produce to help create large farms.\n\n  - Fertilizers allows citizens craft fertilizer and test soil conditions with a Soil Sampler.\n\n  - Milling allows citizens to process produce in a Mill for use by chefs in more advanced recipes.\n\n'}, {'EcopediaHeader', 'Hunter'}, {'EcopediaSection', '\n\nHunters are specialists at efficiently hunting animals and preparing meat for use by chefs. The two hunter specialties are closely linked as the animals hunted must be processed before the meat can be used by a chef. \n\n  - Hunting grants citizens bonus damage when hunting animals and allows them to approach animals at a closer distance without causing them to run.\n\n  - Butchery allows citizens to process animal carcasses into prepared meat for chefs. The pelts and hides they create can be used for clothing and other crafting projects.\n\n'}, {'EcopediaHeader', 'Mason'}, {'EcopediaSection', '\n\nMasons are specialists at mining and working with stone. They provide a valuable source of building material and furniture for homes. The ore they collect is used by Smiths to smelt metal bars.\n\n  -Mining allows citizens to expend less calories while mining stone and ore. Miners also process collected ore to be used for smelting.\n\n  -Masonry allows citizens to produce Mortar, a primary ingredient for most mason building materials. The Mortared Stone they produce is a great source of early housing material.\n\n  -Pottery allows citizens to craft Brick building material and furniture out of Clay.\n\n  -Glassworking allows citizens to create Glass and later Framed Glass. Glass is a nice supplemental buildling material and is used in a variety of industrial projects.\n\n  -Advanced Masonry is a high-level mason skill that produces the finest quality Ashlar Stone building material and furniture.\n\n'}, {'EcopediaHeader', 'Smith'}, {'EcopediaSection', '\n\nSmiths specialize in smelting ore and making tools for other citizens using the metal bars they create.\n\n  - Smelting allows citizens to smelt the metal bars that make up the foundation of technological advancement. The iron tools they create provide significant benefit over the early stone tools.\n\n  - Advanced Smelting allows citizens to further refine iron bars into Steel Bar for use in industry and high-tier building materials. Citizens with this specialty can use the steel they create to make more advanced tools.\n\n'}, {'EcopediaHeader', 'Tailor'}, {'EcopediaSection', '\n\nThe Tailor specializes in making high end furniture and specialized clothing that provide bonuses when worn. Unlike most professions, there is only one Tailor specialty.\n\n  - Tailoring allows citizens to create Cloth to create high quality furniture and for use in crafting projects by a variety of professions. The clothing tailors create provides citizens with special bonuses. For example, a Big Backpack has a higher maximum weight limit than the starter Basic Backpack.\n\n'}, {'EcopediaHeader', 'Survivalist'}, {'EcopediaSection', '\n\nSurvivalists specialize in carrying extra weight and reducing the calories expended when using basic tools. All citizens are survivalists in the world of Eco. \n\n  - Experience in Self Improvement is gained anytime a citizen levels up another specialty. Self-improvement has two main benefits. As citizens progress, they will have increased carry weight capacity and a larger stomach capacity for extra calories. In addition, less calories are consumed when using hammers and shovels.\n\n'}},
         },
         },
         ['Property'] = {
         ['Property'] = {
Line 857: Line 825:
                     ['summary'] = 'Allows creation and management of non-elected titles.',
                     ['summary'] = 'Allows creation and management of non-elected titles.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'RegistrarComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Registrar Component allows for the creation and management of non-elected Titles.  These titles can be used for many of the same purposes as Elected Titles, but they are appointed at the Registrar.'}, {'EcopediaHeader', 'Assigning Titles'}, {'EcopediaSection', 'Title Managers can rename the title and assign new managers and title holders. Title Managers are not considered Title Users.\n\nTitle Users are the citizens considered title holders and receive all associated benefits and conditions.\n\n '}, {'EcopediaHeader', 'Advanced Settings'}, {'EcopediaSection', '\n\nIn the Advanced Settings, requirements for title holders can be set, and hourly wages can be assigned to title holders who qualify.\n\n  \n\nWhen deciding what is Required of Office Holders, a variety of conditions can be set. If a citizen fails to maintain these requirements, they will lose their assignment as a Title User. By using a \'Set of Conditions\', multiple requirements can be set for title holders.\n\n \n\nWages are paid to Title Users from any Bank Account that a Title Manager has been given permission to use in the Bank Component. Wages are paid each hour (depending on World settings) into the personal account of each Title User. The Wage Type can be used to exclude offline hours from wage payments.\n\n '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Registrar Component allows for the creation and management of non-elected Titles.  These titles can be used for many of the same purposes as Elected Titles, but they are appointed at the Registrar.'}, {'EcopediaHeader', 'Assigning Titles'}, {'EcopediaSection', 'Title Managers can rename the title and assign new managers and title holders. Title Managers are not considered Title Users.\n\nTitle Users are the citizens considered title holders and receive all associated benefits and conditions.\n\n '}, {'EcopediaHeader', 'Advanced Settings'}, {'EcopediaSection', '\n\nIn the Advanced Settings, requirements for title holders can be set, and hourly wages can be assigned to title holders who qualify.\n\n  \n\nWhen deciding what is Required of Office Holders a variety of conditions can be set. If a citizen fails to maintain these requirements, they will lose their assignment as a Title User. By using a \'Set of Conditions\', multiple requirements can be set for title holders.\n\n \n\nWages are paid to Title Users from any Bank Account that a Title Manager has been given to permission to use in the Bank Component. Wages are paid each hour (depending on World settings) into the personal account of each Title User. The Wage Type can be used to exclude offline hours from wage payments.\n\n '}, {'EcopediaSection', 'Objects Containing a Registrar\n\nRegistrar\n\n'}},
         },
         },
         ['Repair Component'] = {
         ['Repair Component'] = {
Line 865: Line 833:
                     ['summary'] = 'Allows citizens to repair tools.',
                     ['summary'] = 'Allows citizens to repair tools.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'RepairComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Repair Component allows citizens to repair tools at a Tool Bench.'}, {'EcopediaHeader', 'Repairing Tools'}, {'EcopediaSection', '\n\nAfter inserting a broken tool, the repair cost will appear. Advanced tools can be repaired for less resources by citizens with the corresponding Specialty. The resources used can be manually added by a citizen or taken from a linked container in the Storage Component.\n\nThe owner of a Tool Bench can allow other citizens access to repair their own tools for a fee set in the Credit Component. When offering tool repair to the public, consumer rights must be given in the Authorization Component.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Repair Component allows citizens to repair tools at a Tool Bench.'}, {'EcopediaHeader', 'Repairing Tools'}, {'EcopediaSection', '\n\nAfter inserting a broken tool, the repair costs will appear. Advanced tools can be repaired for less resources by citizens with the corresponding Specialty. The resources used can be manually added by a citizen or taken from a linked container in the Storage Component.\n\nThe owner of a Tool Bench can allow other citizens access to repair their own tools for a fee set in the Credit Component. When offering tool repair to the public, consumer rights must be given in the Authorization Component.\n\n  '}, {'EcopediaSection', 'Objects Containing a Repair Component\n\nTool Bench\n\n'}},
         },
         },
         ['Reptiles'] = {
         ['Reptiles'] = {
Line 890: Line 858:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Research creates new shareable knowledge, unlocking new types of products and abilities.  It is conducted at a Research Table where you craft a skill book.  Once created, a skill book can be used to create an unlimited number of skill scrolls, which will unlock the specialty for a citizen that uses one.\n\nEach skill scroll is a one-time-use consumable that unlocks a new Specialty in whomever uses it, which must then be claimed with a level-up through the Skills system.  Using a new skill scroll also grants the citizen the benefit of a set of Property Claim Papers, which allows them to claim more land as they gain in skill.\n\n    \n\nSkill books are some of the most difficult items to create, and citizens will typically need to collaborate to acquire all the various resources and labor required to produce them.  As such, research projects are especially well-suited for Work Parties, as citizens can use them to share the work needed to create them along with the knowledge reward upon completion.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Research creates new shareable knowledge, unlocking new types of products and abilities.  It is conducted at a Research Table where you craft a skill book.  Once created, a skill book can be used to create an unlimited number of skill scrolls, which will unlock the specialty for a citizen that uses one.\n\nEach skill scroll is a one-time-use consumable that unlocks a new Specialty in whomever uses it, which must then be claimed with a level-up through the Skills system.  Gaining a new skill scroll also grants the citizen the benefit of a set of Property Claim Papers, which allows them to claim more land as they gain in skill.\n\n    \n\nSkill books are some of the most difficult items to create, and citizens will typically need to collaborate to acquire all the various resources and labor required to produce them.  As such, research projects are especially well-suited for Work Parties, as citizens can use them to share the work needed to create them along with the knowledge reward upon completion.\n\n  '}},
         },
         },
         ['Research Papers'] = {
         ['Research Papers'] = {
Line 914: Line 882:
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                     ['sectionsText'] = {{'EcopediaSection', '  \n\nCitizens pick a primary residence to determine which deed will provide their Housing bonus. Each deed can have any number of residents, and those residents will share in an Experience boost based on the quality of the house and number of occupants.\n\n  '}, {'EcopediaSection', '\n\nAs the number of occupants increases, the occupancy penalty increases.  At small numbers of occupants (1 or 2), there is virtually no penalty, and citizens can effectively cohabitate this way and share in the benefit of a well-stocked house.  As the occupants increases beyond that (5 and above), the penalty becomes more steep, eventually topping out at 99% when the house is too overcrowded.\n\nHowever, the \'diminishing returns\' rate of rooms is favorably affected by occupancy (because three bathrooms is overkill when you live alone, but great when you have roommates).  This means that you can overcome the penalty by building a larger house, and duplicate rooms will inversely affect the occupancy bonus.\n\n  \n\nTo become a resident of a property, click the name of the property (visible on the popup status panel when you\'re in the property). From there you can become a resident (if you own the deed) as well as invite others to become residents.  These other invited citizens may then join as a resident through the same interface. You can even invite groups by specifying titles or demographics, allowing you to create housing for special classes of citizens (new players for example). You can also set the max number of occupants, to ensure that residency managed this way (by inviting large groups) doesn\'t result in overcrowded housing.\n\n'}, {'EcopediaSection', 'Permissions for Residents\n\nWhen a citizen becomes a resident of a property, they will gain a special set of permissions, even if they don\'t otherwise have access to the property, known as Resident Rights. These rights are the following:\n\n  - Pre-furnished rooms supported: Residents can access all world objects on the property as consumers.\n\n  - You can move in your own stuff: Residents may place objects anywhere on the property (but not blocks).\n\n  - No stealing the furniture that came with the place allowed: Residents may pick up world objects only if they originally placed them.  \n\nRent\n\nAfter inviting residents, deeds can be offered for rent to allow automatic rent collection agreements between citizens. When renting a property, the tenant gains residency on the deed and receives all associated housing bonuses and permissions. When offering a property for rent, an hourly rate is set with an optional move-in fee. The agreement can be customized to determine if offline hours will require payment. \n\nAvailable properties for rent can be found in the Economy Viewer. Once accepted, the rent will have a locked rate until either party ends the rental agreement.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', '  \n\nCitizens pick a primary residence to determine which deed will provide their Housing bonus. Each deed can have any number of residents, and those residents will share in an Experience boost based on the quality of the house and number of occupants.\n\n  '}, {'EcopediaSection', '\n\nAs the number of occupants increases, the occupancy penalty increases.  At small numbers of occupants (1 or 2), there is virtually no penalty, and citizens can effectively cohabitate this way and share in the benefit of a well-stocked house.  As the occupants increases beyond that (5 and above), the penalty becomes more steep, eventually topping out at 99% when the house is too overcrowded.\n\nHowever, the \'diminishing returns\' rate of rooms is favorably affected by occupancy (because three bathrooms is overkill when you live alone, but great when you have roommates).  This means that you can overcome the penalty by building a larger house, and duplicate rooms will inversely affect the occupancy bonus.\n\n  \n\nTo become a resident of a property, click the name of the property (visible on the popup status panel when you\'re in the property). From there you can become a resident (if you own the deed) as well as invite others to become residents.  These other invited citizens may then join as a resident through the same interface. You can even invite groups by specifying titles or demographics, allowing you to create housing for special classes of citizens (new players for example). You can also set the max number of occupants, to ensure that residency managed this way (by inviting large groups) doesn\'t result in overcrowded housing.\n\n'}, {'EcopediaSection', 'Permissions for Residents\n\nWhen a citizen becomes a resident of a property, they will gain a special set of permissions, even if they don\'t otherwise have access to the property, known as Resident Rights. These rights are as follows:\n\n  - Pre-furnished rooms supported: Residents can access all world objects on the property as consumers.\n\n  - You can move in your own stuff: Residents may place objects anywhere on the property (but not blocks).\n\n  - No stealing the furniture that came with the place allowed: Residents may pick up world objects only if they originally placed them.  \n\nRent\n\nAfter inviting residents, deeds can be offered for rent to allow automatic rent collection agreements between citizens. When renting a property, the tenant gains residency on the deed and receives all associated housing bonuses and permissions. When offering a property for rent, an hourly rate is set with an optional move-in fee. The agreement can be customized to determine if offline hours will require payment. \n\nAvailable properties for rent can be found in the Economy Viewer. Once accepted, the rent will have a locked rate until either party ends the rental agreement.\n\n'}},
         },
         },
         ['Roads'] = {
         ['Roads'] = {
Line 930: Line 898:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
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                     ['sectionsText'] = {{'EcopediaSection', 'Rooms are enclosed areas protected from the elements where all holes to the outside world are filled with walls, doors and windows.\n\nYou can see the details about a room in a panel on the right side of the screen while you’re inside one stating its information. Many types of objects have Room Requirements and will take up space in their room, and require the materials of the room to be a specific quality.  Your housing value is also affected by the quality of the room materials.  This means a brick house for example will provide much more benefit than a dirt hovel.\n\nFurnishings and Room Types\n\nBy claiming land and building rooms on it, you will begin to gain additional experience, which persists even when offline.  Adding additional types of rooms and furnishings for those rooms will increase it further.  Each type of furniture is associated with a category, listed below.  The room type will be determined by whichever category you have the highest contribution of furnishings from. Each room will have its value calculated by summing all the furnishings inside of it.\n\nRepeats of the same furniture inside a room or repeats of the same room type in a house will give you diminishing returns; that is, you will still get housing points for them, but not as many as the first.  Eventually the point gain will be negligible, and it won’t be worth adding any more of that type of furniture or room to the house.  For example, your 12th bathroom is going to add much less value to your house than your first one.\n\nDifferent types of properties can support different types of rooms, for example a \'Bedroom\' is useful on \'Residence\' property, but not a \'Cultural\' property, while a \'Bathroom\' is useful in both.  Some room categories can have other types of furniture supporting them (\'Cultural\' furnishings can give value to a \'Living Room\' for example), and this support value is capped to a specific percent of the main furniture (ie, the value of decorations in your bathroom is worthless if there\'s no toilet).  \n\nSome furnishings are considered support-categories only, and cannot have their own dedicated room. IE, Decoration furnishings can support any room, but cannot be a room category itself. \n\nSome room types have their value capped relative to the primary rooms of the house.  IE, bathrooms are capped by default to 20% of the primary rooms of the house (so that a property that is just one large bathroom won\'t have any positive value, but if there are other rooms present it will).\n\nRoom Material Quality\n\nThe average tier of the room material will also determine your housing value, by setting a soft cap.  Once your room value has exceeded the soft cap for the room, then you will get diminishing returns for additional housing points.  When this happens, it may be time to renovate the materials of the room.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Rooms are enclosed areas protected from the elements where all holes to the outside world are filled with walls, doors and windows.\n\nYou can see the details about a room in a panel on the right side of the screen while you’re inside one stating its information. Many types of objects have Room Requirements and will take up space in their room, and require the materials of the room to be a specific quality.  Your housing value is also affected by the quality of the room materials.  This means a brick a house for example will provide much more benefit than a dirt hovel.\n\nFurnishings and Room Types\n\nBy claiming land and building rooms on it, you will begin to gain additional experience, which persists even when offline.  Adding additional types of rooms and furnishings for those rooms will increase it further.  Each type of furniture is associated with a kind of room: Bathroom, Bedroom, Kitchen, or General (displayed on the tooltip of the item).  The room type will be determined by whichever category you have the highest contribution of furnishings from. Each room will have its value calculated by summing all the furnishings inside it.\n\nRepeats of the same furniture inside a room or repeats of the same room type in a house will give you diminishing returns; that is, you will still get housing points for them, but not as many as the first.  Eventually the point gain will be negligible, and it won’t be worth it to add any more of that type of furniture or room to the house.  For example, your 12th bathroom is going to add much less value to your house than your first one.\n\nRoom Material Quality\n\nThe average tier of the room material will also determine your housing value, by setting a soft cap.  Once your room value has exceeded the soft cap for the room, then you will get diminishing returns for additional housing points.  When this happens, it may be time to renovate the materials of the room.\n\n'}},
         },
         },
         ['Seating'] = {
         ['Seating'] = {
Line 936: Line 904:
                     ['displayNameUntranslated'] = 'Seating',
                     ['displayNameUntranslated'] = 'Seating',
                     ['summary'] = nil,
                     ['summary'] = nil,
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                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 970: Line 938:
                     ['subpages'] = {},
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                     ['associatedTypes'] = nil,
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                     ['sectionsText'] = {{'EcopediaSection', 'Central to a thriving economy is the ability to specialize and trade, thereby working more efficiently than if you attempted to do everything yourself.  Achieving a successful society depends on successfully accomplishing both.  \n\n    \n\nA citizen\'s skills give them unique abilities and enhancements, which allows them to Trade with other citizens having different skills in the economy. As you gain Experience, you can unlock new Specialties and level-up existing ones.  The experience you gain is multiplied by your Nutrition and Housing.    \n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Central to a thriving economy is the ability to specialize and trade, thereby working more efficiently than if you attempted to do everything yourself.  Achieving a successful society depends on successfully accomplishing both.  \n\n    \n\n    A citizen\'s skills give them unique abilities and enhancements, which allows them to Trade with other citizens having different skills in the economy. As you gain Experience, you can unlock new Specialties and level-up existing ones.  The experience you gain is multiplied by your Nutrition and Housing.    \n\n  '}},
         },
         },
         ['Smith'] = {
         ['Smith'] = {
Line 992: Line 960:
                     ['displayNameUntranslated'] = 'Specialty',
                     ['displayNameUntranslated'] = 'Specialty',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Industrial Elevator Item', 'Wooden Elevator Item', 'Crab Pot Item', 'Fish Trap Item', 'Waste Filter Item', 'Computer Lab Item', 'Electric Water Pump Item', 'Elevator Call Post Item', 'Laser Item', 'Mechanical Water Pump Item', 'Transmission Pole Item'},
                     ['subpages'] = {'Fish Trap Item', 'Waste Filter Item', 'Industrial Elevator Item', 'Wooden Elevator Item', 'Computer Lab Item', 'Electric Water Pump Item', 'Elevator Call Post Item', 'Laser Item', 'Mechanical Water Pump Item', 'Transmission Pole Item'},
                     ['associatedTypes'] = nil,
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                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 1,017: Line 985:
                     ['summary'] = 'Displays if an object is active or inactive and why.',
                     ['summary'] = 'Displays if an object is active or inactive and why.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'StatusComponent'},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe Status Component allows citizens to see the requirements for an object to be active, and which of those requirements are met. If an object causes Pollution, the status component also shows the lifetime pollution production for that object.\n\n '}, {'EcopediaHeader', 'Object Status'}, {'EcopediaSection', '\n\nEach condition in the Status Component must be satisfied before an object can be active.  Some examples of conditions include:\n\n- Being contained in a valid Room\n\n- Having enough Power\n\n- A working Sewage system\n\n '}, {'EcopediaHeader', 'Status Indicator'}, {'EcopediaSection', '\n\nWhen interacting with an object with a Status Component, citizens can quickly see the status of the object by checking the status indicator in the top left corner. A green circle means an object is active while a red circle means it is inactive.\n\n '}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe Status Component allows citizens to see the requirements for an object to be active, and which of those requirements are met. If an object causes Pollution, the status component also shows the lifetime pollution production for that object.\n\n '}, {'EcopediaHeader', 'Object Status'}, {'EcopediaSection', '\n\nEach condition in the Status Component must be satisfied before an object can be active.  Some examples of conditions include:\n\n- Being contained in a valid Room\n\n- Having enough Power\n\n- A working Sewage system\n\n '}, {'EcopediaHeader', 'Status Indicator'}, {'EcopediaSection', '\n\nWhen interacting with an object with a Status Component, citizens can quickly see the status of the object by checking the status indicator in the top left corner. A green circle means an object is active while a red circle means it is inactive.\n\n '}},
         },
         },
Line 1,032: Line 1,000:
                     ['displayNameUntranslated'] = 'Storage',
                     ['displayNameUntranslated'] = 'Storage',
                     ['summary'] = nil,
                     ['summary'] = nil,
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                     ['subpages'] = {'Large Lumber Stockpile Item', 'Lumber Stockpile Item', 'Small Stockpile Item', 'Stockpile Item', 'Storage Chest Item', 'Storage Silo Item', 'Tiny Stockpile Item'},
                     ['associatedTypes'] = nil,
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                     ['sectionsText'] = {},
Line 1,041: Line 1,009:
                     ['summary'] = 'Manages inventory and allows linking storage to other objects.',
                     ['summary'] = 'Manages inventory and allows linking storage to other objects.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'LinkComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Storage Component is used to manage the inventory of storage containers and link them to objects that require access to storage.\n\n  '}, {'EcopediaHeader', 'Managing Storage'}, {'EcopediaSection', '\n\nSome storage containers, like a Stockpile, can contain any type of item. Other storage containers, like a Storage Chest, can only contain non-carriable items. Objects like a Storage Silo can only store specific types of items.\n\nContainers can be linked to an object as an input and/or output by toggling the associated button in the Storage Component of that object. When linked as an input, the object gains access to all items in that container to be used as crafting ingredients or as inventory in a store. Linking containers as an output allows them to be used as storage for finished products and store purchases.\n\nWhen linking storage containers, the topmost container in the Storage Component will be used first for pulling inputs and storing outputs. The order can be changed by clicking and dragging the storages displayed in this list.\n\n  '}, {'EcopediaHeader', 'Storage Hotkeys'}, {'EcopediaSection', '\n\nInventory can be moved between containers by dragging stacks of items from one container to another. Simply clicking on an item stack will instantly move it to and from the open storage container. A quick reference for the advanced hotkeys explained below can be found at the bottom of an item\'s tooltip when viewing it from a storage container:\n\n- Holding \'Shift\' while dragging items between containers will move all stacks of that same item.\n\n- Holding \'Shift\' while clicking a stack of items will allow dividing the stack into smaller quantities.\n\n- Holding ‘Ctrl’ while clicking a stack of items will move half of the stack to/from the open storage container.\n\n- Holding \'Alt\' while clicking a stack of items will move one of that item to/from the open storage container.\n\n- Holding \'Ctrl\' + \'Alt\' while clicking a stack of items will move all items of that type to/from the open storage container.\n\n '}, {'EcopediaHeader', 'Consolidating and Filtering'}, {'EcopediaSection', '\n\nStacks of identical items can be quickly consolidated and sorted by pressing the consolidate button found at the bottom right of the Storage Component. In addition, storages can be filtered to only display certain types items by using the item selector or simply typing of the name of the item.\n\n '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Storage Component is used to manage the inventory of storage containers and link them to objects that need storage.\n\n  '}, {'EcopediaHeader', 'Managing Storage'}, {'EcopediaSection', '\n\nInventory can be moved between containers by dragging stacks of items from one container to another.\n\nHolding down the \'Shift\' key while dragging items will move all stacks of the same item between containers. Right clicking a stack of items will allow a player to divide a stack into smaller quantities. Holding down ‘Ctrl’ when clicking a stack of items will split the stack in half.\n\nSome storage containers, like a Stockpile, can contain any type of item. Other storage containers, like a Storage Chest, can only contain non-carriable items.\n\n  '}, {'EcopediaHeader', 'Linking Storage Containers'}, {'EcopediaSection', '\n\nAn object can be linked to containers in the Storage Component by selecting the check box for the container. Once linked, the object gain access to all items in the containers and can use the container for storage. When linking storage containers, the topmost container in the Storage Component will be used first for storage. The order can be changed by clicking and dragging the storage displays in the list. \n\n  '}, {'EcopediaSection', 'Objects Containing a Link Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nAdvanced Tailoring Table\n\nAnvil\n\nArrastra\n\nAshlar Basalt Fireplace\n\nAshlar Gneiss Fireplace\n\nAshlar Granite Fireplace\n\nAshlar Limestone Fireplace\n\nAshlar Sandstone Fireplace\n\nAshlar Shale Fireplace\n\nAshlar Stone Fireplace\n\nAssembly Line\n\nAutomatic Loom\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nBookshelf\n\nBrazier\n\nBrick Fireplace\n\nButchery Table\n\nCampfire\n\nCampsite\n\nCapitol\n\nCarpentry Table\n\nCast Iron Stove\n\nCement Kiln\n\nCombustion Generator\n\nComposite Lumber Dresser\n\nComputer Lab\n\nDistribution Station\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectronics Assembly\n\nFarmers Table\n\nFish Trap\n\nFishery\n\nFroth Floatation Cell\n\nHewn Dresser\n\nIcebox\n\nJaw Crusher\n\nKiln\n\nKitchen\n\nLaboratory\n\nLarge Lumber Stockpile\n\nLathe\n\nLoom\n\nLumber Stockpile\n\nMachinist Table\n\nMasonry Table\n\nMill\n\nMint\n\nMortared Granite Fireplace\n\nMortared Limestone Fireplace\n\nMortared Sandstone Fireplace\n\nMortared Stone Fireplace\n\nOil Refinery\n\nRound Pot\n\nSquare Pot\n\nPowered Storage Silo\n\nPump Jack\n\nRefrigerator\n\nResearch Table\n\nRobotic Assembly Line\n\nRocker Box\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nShelf Cabinet\n\nShipping Container Blue\n\nShipping Container Green\n\nShipping Container Red\n\nSmall Stockpile\n\nSpin Melter\n\nStamp Mill\n\nSteam Engine\n\nStockpile\n\nStone Brazier\n\nStorage Chest\n\nStorage Silo\n\nStore\n\nStove\n\nTailoring Table\n\nTallow Candle\n\nTallow Lamp\n\nTallow Wall Lamp\n\nTiny Stockpile\n\nTool Bench\n\nTorch Stand\n\nWainwright Table\n\nWaste Filter\n\nWorkbench\n\n'}},
         },
         },
         ['Store Component'] = {
         ['Store Component'] = {
Line 1,049: Line 1,017:
                     ['summary'] = 'Sets up an interface for other citizens to buy and sell goods from/to you automatically.',
                     ['summary'] = 'Sets up an interface for other citizens to buy and sell goods from/to you automatically.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'StoreComponent'},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe Store Component allows citizens to set items they wish to buy from and sell to other citizens. These actions can happen automatically, not requiring the store owner to be online.\n\n  '}, {'EcopediaHeader', 'Setting up a Store'}, {'EcopediaSection', '\n\nThe currency and bank account selected in the Credit Component will be used for all transactions at the store. When selecting "None" for the currency in a store, direct trades are possible that are not subject to sales tax. \n\n \n\nA store owner can link specific containers in the Storage Component to pick which items are considered part of the store\'s inventory. By default, all nearby storage containers are linked to the store when it is first placed.\n\nWhen creating a Sale List, only the price needs to be set. The inventory for a Sale List is determined automatically by the availability of items in the linked storage containers.\n\nWhen creating a Purchase List, the price and Max to Buy quantity for each item must be decided. If the Max to Buy quantity is left at zero, the store will continue to purchase items until the linked containers are full. If a Max to Buy quantity is specified, citizens can sell that item until the linked storage contains that amount.\n\nFor tools with durability, a minimum durability to buy/sell can be set, and only items of that durability or higher will be eligible for trade via the store.\n\n '}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\nThe Store Component allows citizens to set items they wish to buy from and sell to other citizens. These actions can happen automatically, not requiring the store owner to be online.\n\n  '}, {'EcopediaHeader', 'Setting up a Store'}, {'EcopediaSection', '\n\nThe currency and bank account selected in the Credit Component will be used for all transactions at the store. When selecting "None" for the currency in a store, direct trades are possible that are not subject to sales tax. \n\n \n\nA store owner can link specific containers in the Storage Component to pick which items are considered part of the store\'s inventory. By default, all nearby storage containers are linked to the store when it is first placed.\n\nWhen creating a Sale List, only the price needs to be set. The inventory for a Sale List is determined automatically by the availability of items in the linked storage containers.\n\nWhen creating a Purchase List, the price and Max to Buy quantity for each item must be decided. If the Max to Buy quantity is left at zero, the store will continue to purchase items until the linked containers are full. If a Max to Buy quantity is specified, citizens can sell that item until the linked storage contains that amount.\n\nFor tools with durability, a minimum durability to buy/sell can be set, and only items of that durability or higher will be eligible for trade via the store.\n\n '}, {'EcopediaSection', 'Objects Containing a Store Component\n\nStore\n\n'}},
         },
         },
         ['Survivalist'] = {
         ['Survivalist'] = {
Line 1,059: Line 1,027:
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'All citizens are survialists in the world of Eco. \n\n  \n\nExperience in Self Improvement is gained anytime a citizen levels up another specialty. Self-improvement has two main benefits. As citizens progress, they will have increased carry weight capacity and a larger stomach capcity for extra calories. In addition, less calories are consumed when using hammers, shovels, and drills.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'All citizens are survialists in the world of Eco. \n\n  \n\nExperience in Self Improvement is gained anytime a citizen levels up another specialty. Self-improvement has two main benefits. As citizens progress, they will have increased carry weight capacity and a larger stomach capcity for extra calories. In addition, less calories are consumed when using hammers, shovels, and drills.\n\n  '}},
        },
        ['Tables'] = {
                    ['displayName'] = 'Tables',
                    ['displayNameUntranslated'] = 'Tables',
                    ['summary'] = nil,
                    ['subpages'] = {'Adorned Ashlar Basalt Table Item', 'Adorned Ashlar Gneiss Table Item', 'Adorned Ashlar Granite Table Item', 'Adorned Ashlar Limestone Table Item', 'Adorned Ashlar Sandstone Table Item', 'Adorned Ashlar Shale Table Item', 'Adorned Ashlar Stone Table Item', 'Ashlar Basalt Table Item', 'Ashlar Gneiss Table Item', 'Ashlar Granite Table Item', 'Ashlar Limestone Table Item', 'Ashlar Sandstone Table Item', 'Ashlar Shale Table Item', 'Ashlar Stone Table Item', 'Composite Birch Table Item', 'Composite Cedar Table Item', 'Composite Ceiba Table Item', 'Composite Fir Table Item', 'Composite Hardwood Table Item', 'Composite Joshua Table Item', 'Composite Lumber Table Item', 'Composite Oak Table Item', 'Composite Palm Table Item', 'Composite Redwood Table Item', 'Composite Saguaro Table Item', 'Composite Softwood Table Item', 'Composite Spruce Table Item', 'Hardwood Lumber Table Item', 'Hewn Hardwood Table Item', 'Hewn Softwood Table Item', 'Hewn Table Item', 'Lumber Table Item', 'Mortared Granite Table Item', 'Mortared Limestone Table Item', 'Mortared Sandstone Table Item', 'Mortared Stone Table Item', 'Softwood Lumber Table Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
         },
         },
         ['Tags'] = {
         ['Tags'] = {
Line 1,082: Line 1,058:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'For the good of the people, or at least the enrichment of the government, taxes can be levied on many actions in Eco.\n\n  \n\nTreasury Taxes\n\nAt a Treasury, Taxes can be set on a variety of actions:\n\n - Sales Tax.  Tax applied to the sale of goods at a store.\n\n - Crafting Fee Tax. Tax applied to the fees taken from sharing your crafting station.\n\n - Contract Tax. Taxes taken from payments made through contracts and work parties.\n\n - Direct Transfer Tax. Taxes taken from transfers between players.\n\n - Self Direct Transfer Tax. Taxes taken when transferring to an account you have access to (to optionally protect against tax avoidance loopholes).\n\nOnly a citizen holding an Elected Title who has been granted the right to ‘Set Taxes at the Treasury’ may adjust these rates.  All taxes taken from these settings will be stored in the special ‘Treasury’ bank account.  Allocation may be made out of this special bank account into others through commands on the treasury.\n\nLaw Taxes\n\nTaxes can also be set through Laws, which can have their amounts and destinations determined dynamically. The bank account they are placed in can also be determined, allowing funding for specific purposes, stored in bank accounts accessible to a limited number of people only.  Using the law system, these taxes can be very specifically targeted and adjusted based on the actions that are happening.\n\nFor example, a \'Minister of Transportation\' Elected Title position could be created, having sole access to a Transportation Fund Bank Account.  A law could then be created to tax the production and trade of fuel, with proceeds going into the Transportation Fund, where the currently elected Minister of Transportation can use them to fund new roadbuilding Work Parties.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'For the good of the people, or at least the enrichment of the government, taxes can be levied on many actions in Eco.\n\n  \n\nTreasury Taxes\n\nAt a Treasury, Taxes can be set on a variety of actions:\n\n - Sales Tax.  Tax applied to the sale of goods at a store.\n\n - Crafting Fee Tax. Tax applied to the fees taken from sharing your crafting station.\n\n - Contract Tax. Taxes taken from payments made through contracts and work parties.\n\n - Direct Transfer Tax. Taxes taken from transfers between players.\n\n - Self Direct Transfer Tax. Taxes taken when transferring to an account you have access to (to optionally protect against tax avoidance loopholes).\n\nOnly a citizen holding an Elected Title who has been granted the right to ‘Set Taxes at the Treasury’ may adjust these rates.  All taxes taken from these settings will be stored in the special ‘Treasury’ bank account.  Allocation may be made out of this special bank account into others through commands on the treasury.\n\nLaw Taxes\n\nTaxes can also be set through Laws, which can have their amounts and destinations determined dynamically. The bank account they are placed in can also be determined, allowing for the funding of specific funds for specific purposes, stored in bank accounts accessible to a limited number of people only.  Using the law system, these taxes can be very specifically targeted and adjusted based on the actions that are happening.\n\nFor example, a \'Minister of Transportation\' Elected Title position could be created, having sole access to a Transportation Fund Bank Account.  A law could then be created to tax the production and trade of fuel, with proceeds going into the Transportation Fund, where the currently elected Minister of Transportation can use them to fund new roadbuilding Work Parties.\n\n'}},
         },
         },
         ['Text Component'] = {
         ['Text Component'] = {
Line 1,090: Line 1,066:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'The Text Component allows a citizen to write text that is displayed on a world object for other citizens to read.'}, {'EcopediaSection', '\n\nThe Text Component can be found on Signs, Vehicles, and the Distribution Station.\n\n  \n\nText can be useful for giving directions, advertising, or just writing a friendly greeting.\n\nFor those familar with text markup, a variety of tags may be used to alter the size, color, and formatting of text.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Text Component allows a citizen to write text that is displayed on a world object for other citizens to read.'}, {'EcopediaSection', '\n\nThe Text Component can be found on Signs, Vehicles, and the Distribution Station.\n\n  \n\nText can be useful for giving directions, advertising, or just writing a friendly greeting\n\nFor those familar with text markup, a variety of tags may be used to alter the size, color, and formatting of text.\n\n'}},
         },
         },
         ['The Arc of Progress'] = {
         ['The Arc of Progress'] = {
Line 1,098: Line 1,074:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', '\n\n  Eco is a world bookended by two threats: Environmental collapse, and the ever-looming Meteor.\n\n  \n\nTo succeed, you\'ll need to progress through the ages, advancing science and industry to a level that can destroy the meteor without causing ecological collapse in the process.  You will do this as an individual member of a larger society, and the creation of a positive interplay between individual needs and societal needs is critical to success.  \n\nYour focus in Eco will be on managing your individual progress while simultaneously working to progress the Economy as a whole and doing so inside a rich Ecosystem of plants and animals that are affected by what you do.  \n\nTo aid in creating a positive relationship between this triangle of Individuals, Economy, and Ecosystem, you have the tools of Government at your disposal. You can set binding Laws that determine what is allowed and run for Election to gain governmental powers to make changes and guide society.\n\n But first matters first, you\'ll need to take care of your basic needs before you can save the world.  To do that, you\'ll start with Food and Shelter.'}},
                     ['sectionsText'] = {{'EcopediaQuote', ''}, {'EcopediaSection', '\n\n  Eco is a world bookended by two threats: Environmental collapse, and the ever-looming Meteor.\n\n  \n\nTo succeed, you\'ll need to progress through the ages, advancing science and industry to a level that can destroy the meteor without causing ecological collapse in the process.  You will do this as an individual member of a larger society, and the creation of a positive interplay between individual needs and societal needs is critical to success.  \n\nYour focus in Eco will be on managing your individual progress while simultaneously working to progress the Economy as a whole and doing so inside a rich Ecosystem of plants and animals that are affected by what you do.  \n\nTo aid in creating a positive relationship between this triangle of Individuals, Economy, and Ecosystem, you have the tools of Government at your disposal. You can set binding Laws that determine what is allowed and run for Election to gain governmental powers to make changes and guide society.\n\n But first matters first, you\'ll need to take care of your basic needs before you can save the world.  To do that, you\'ll start with Food and Shelter.'}},
         },
         },
         ['The Eco Tree'] = {
         ['The Eco Tree'] = {
Line 1,121: Line 1,097:
                     ['summary'] = 'Positions which can hold one or more citizens.  Used for designating permissions and paying wages.',
                     ['summary'] = 'Positions which can hold one or more citizens.  Used for designating permissions and paying wages.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'AppointedTitle', 'ElectedTitle'},
                     ['sectionsText'] = {{'EcopediaSection', 'Titles are used for designating a group of users, then referencing that group in other things like permissions.  They are different from Demographics in that Titles are specified directly by citizens, while the citizens within a demographic are automatically defined based on a citizen-defined condition.\n\nThere are two types of Titles available:\n\n - Regular Titles. These can be created and managed by anyone at a Registrar.  There, the citizen can set which other citizens can assign the role (managers) and which are occupying the role.\n\n - Elected Titles. These titles can only be elected (or appointed) and are created at a Government Office.  The properties of the government office determine what kind of Election is needed to elect the given position.  Elected Titles can only be left if they are forcibly removed from office, if they resign (both performed at a Ballot Box), or if their term ends as defined in the position’s term limits.\n\nElected Titles give a lot of flexibility in defining the governance of a world, and privileges can be tied directly to these accounts. For example, a tax law could be created that taxes vehicle usage and puts it into a fund that only the Elected Title ‘Minister of Transportation’ has access to. If there is another election for that position and it changes leaders, then the former citizen will automatically lose access to the account.\n\nBy setting requirements on the Elected Title, you can ensure the continued good governance by citizens holding office. For example, you could place a requirement that all occupants of a given office are part of the \'Active\' demographic may hold it. If an office holder becomes inactive, then they will automatically be removed from office and a specified successor put in their position.\n\nTitles can also have wages set on them. Wages are paid periodically as long as a citizen continues to occupy the title (and the payer has funds).\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Titles are used for designating a group of users, then referencing that group in other things like permissions.  They are different from Demographics in that Titles are specified directly by citizens, while the citizens within a demographic are automatically defined based on a citizen-defined condition.\n\nThere are two types of Titles available:\n\n - Regular Titles. These can be created and managed by anyone at a Registrar.  There, the citizen can set which other citizens can assign the role (managers) and which are occupying the role.\n\n - Elected Titles. These titles can only be elected (or appointed) and are created at a Government Office.  The properties of the government office determine what kind of Election is needed to elect the given position.  Elected Titles can only be left if they are forcibly removed from office, if they resign (both performed at a Ballot Box, or if their term ends as defined in the position’s term limits.\n\nElected Titles give a lot of flexibility in defining the governance of a world, and privileges can be tied directly to these accounts. For example, a tax law could be created that taxes vehicle usage and puts it into a fund that only the Elected Title ‘Minister of Transportation’ has access to. If there is another election for that position and it changes leaders, then the former citizen will automatically lose access to the account.\n\nBy setting requirements on the Elected Title, you can ensure the continued good governance by citizens holding office. For example, you could place a requirement that all occupants of a given office are part of the \'Active\' demographic may hold it. If an office holder becomes inactive, they will then automatically be removed from office and a specified successor put in their position.\n\nTitles can also have wages set on them. Wages are paid periodically as long as a citizen continues to occupy the title (and the payer has funds).\n\n  '}},
         },
         },
         ['Tools'] = {
         ['Tools'] = {
Line 1,129: Line 1,105:
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Property Claim Item', 'Steam Tractor Plow Item', 'Steam Tractor Harvester Item', 'Steam Tractor Sower Item', 'Chainsaw Item', 'Fishing Pole Item', 'Property Tool Item', 'Soil Sampler Item', 'Torch Item', 'Arrow Item', 'Composite Bow Item', 'Iron Axe Item', 'Iron Hammer Item', 'Iron Hoe Item', 'Iron Machete Item', 'Iron Pickaxe Item', 'Iron Rock Drill Item', 'Iron Shovel Item', 'Iron Sickle Item', 'Modern Axe Item', 'Modern Hammer Item', 'Modern Hoe Item', 'Modern Machete Item', 'Modern Pickaxe Item', 'Modern Rock Drill Item', 'Modern Scythe Item', 'Modern Shovel Item', 'Recurve Bow Item', 'Steel Axe Item', 'Steel Hammer Item', 'Steel Hoe Item', 'Steel Machete Item', 'Steel Pickaxe Item', 'Steel Road Tool Item', 'Steel Shovel Item', 'Steel Sickle Item', 'Stone Axe Item', 'Stone Hammer Item', 'Stone Machete Item', 'Stone Pickaxe Item', 'Stone Road Tool Item', 'Stone Sickle Item', 'Wooden Bow Item', 'Wooden Hoe Item', 'Wooden Shovel Item'},
                     ['subpages'] = {'Property Claim Item', 'Steam Tractor Plow Item', 'Steam Tractor Harvester Item', 'Steam Tractor Sower Item', 'Chainsaw Item', 'Fishing Pole Item', 'Property Tool Item', 'Soil Sampler Item', 'Torch Item', 'Arrow Item', 'Composite Bow Item', 'Iron Axe Item', 'Iron Hammer Item', 'Iron Hoe Item', 'Iron Machete Item', 'Iron Pickaxe Item', 'Iron Rock Drill Item', 'Iron Shovel Item', 'Iron Sickle Item', 'Modern Axe Item', 'Modern Hammer Item', 'Modern Hoe Item', 'Modern Machete Item', 'Modern Pickaxe Item', 'Modern Rock Drill Item', 'Modern Scythe Item', 'Modern Shovel Item', 'Recurve Bow Item', 'Steel Axe Item', 'Steel Hammer Item', 'Steel Hoe Item', 'Steel Machete Item', 'Steel Pickaxe Item', 'Steel Road Tool Item', 'Steel Shovel Item', 'Steel Sickle Item', 'Stone Axe Item', 'Stone Hammer Item', 'Stone Machete Item', 'Stone Pickaxe Item', 'Stone Road Tool Item', 'Stone Sickle Item', 'Wooden Bow Item', 'Wooden Hoe Item', 'Wooden Shovel Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'DrillItem'},
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
         },
         },
Line 1,138: Line 1,114:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Trade with your fellow citizens is essential in Eco, as each player has a set of Specialties that they can contribute to most effectively while trading with other citizens who are skilled in professions in which they are not. \n\n - Trades can be setup at a Store Component, listing buy/sell prices for the different goods you would like.  Citizens can then buy and sell goods to you asynchronously, without being present.\n\n - Trade of labor can happen through Contracts and Work Parties, allowing players to perform work for payment within agreed upon terms.  This can be performed asynchronously as well.\n\n - Trade of currencies can happen at a Currency Exchange, listing buy/sell prices for exchanges of different currencies.\n\n - Trade is facilitated by Transport and building transportation infrastructure between the burgeoning hubs of your civilization will greatly promote the ability to trade.\n\n - Trade is subject to Taxes, set by the Government, which can either promote or reduce the value of certain trades.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Trade with your fellow citizens is essential in Eco, as each player has a set of Specialties that they can contribute to most effectively while trading with other citizens who are skilled in professions in which they are not. \n\n - Trades can be setup at a Store Component, listing buy/sell prices for the different goods you would like.  Citizens can then buy and sell goods to you asynchronously, without being present.\n\n - Trade of labor can happen through Contracts and Work Parties, allowing players to perform work for payment within agreed upon terms.  This can be performed asynchronously as well.\n\n - Trade of currencies can happen at a Currency Exchange, listing buy/sell prices for exchanges of different currencies.\n\n - Trade is facilitated by Transport and building transportation infrastructure between the burgeoning hubs of your civilization will greatly promote the ability to trade.\n\n - Trade is subject to Taxes, set by the Governmentgovernment overview, which can either promote or reduce the value of certain trades.\n\n'}},
         },
         },
         ['Transport'] = {
         ['Transport'] = {
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                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'With resources spread out through the world and the locations where they are collected and processed differing from where they’re used, transport becomes a critical factor to success in Eco.\n\nTo efficiently transform materials, you’ll need to create vehicles to carry them, and those require flattening the ground into roads.  Using a Stone Road Tool you can flatten ground and make it usable for vehicles, and with ramps you can make gentle slopes that vehicles can travel on.  More advanced vehicles will require more advanced roads to travel efficiently, and roads will need to be upgraded periodically as new technology comes available.\n\nBuilding roads between villages and resource caches will take time and the effort of many citizens, and is a great candidate for public works projects funded by Taxes and built using Work Parties.  As the world progresses in technology, more and more transportation infrastructure will be created to aid the flow of commerce, eventually growing to a point where the road construction and vehicle usage will create an impact on the environment.  Careful management of this influence will be key to preserving the ecosystems that they pass through.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'With resources spread out through the world and the locations where they are collected and processed differing from where they’re used, transport becomes a critical factor to success in Eco.\n\nTo efficiently transform materials, you’ll need to create vehicles to carry them, and those require flattening the ground into roads.  Using a Stone Road Tool you can flatten ground and make it usable be vehicles, and with ramps you can make gentle slopes that vehicles can travel on.  More advanced vehicles will require mode advanced roads to travel efficiently, and roads will need to be upgraded periodically as new technology comes available.\n\nBuilding roads between villages and resource caches will take time and the effort of many citizens, and is a great candidate for public works projects funded by Taxes and built using Work Parties.  As the world progresses in technology, more and more transportation infrastructure will be created to aid the flow of commerce, eventually growing to a point where the road construction and vehicle usage will create an impact on the environment.  Careful management of this influence will be key to preserving the ecosystems that they pass through.\n\n'}},
         },
         },
         ['Treasury Component'] = {
         ['Treasury Component'] = {
Line 1,153: Line 1,129:
                     ['summary'] = 'Allows citizens holding an Elected Title with tax permission to set taxes and select the World Default Currency.',
                     ['summary'] = 'Allows citizens holding an Elected Title with tax permission to set taxes and select the World Default Currency.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'TreasuryComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Treasury Component allows Elected Titles that have been granted the right to \'Set Taxes at the Treasury\' to adjust the tax rate and select the World Default Currency.'}, {'EcopediaHeader', 'Taxes'}, {'EcopediaSection', 'After Taxes are set in the Treasury Component, they are automatically applied to all relevant transactions. All revenue goes into the Treasury Bank Account. Elected titles that have the setting \'Government Banking Privileges\' can transact directly from the Treasury account (allowing selection of the account within the Credit Component).  Money can also come out of the treasury via Laws that make payments to citizens.'}, {'EcopediaHeader', 'World Default Currency'}, {'EcopediaSection', 'The World Default Currency is the default Currency used when placing a new object that contains the Credit Component. Citizens can still choose to use any currency in a Trade, but having a World Default Currency makes it is easier to establish an economy with a common currency.'}, {'EcopediaHeader', 'Direct Taxes'}, {'EcopediaSection', 'Elected Titles with rights to \'Set Taxes at the Treasury\' can tax or allocate funds directly from citizens. This is done through managing the desired currency and selecting which citizens the action will apply to. An elected title must always give a reason why they are performing this action that is displayed to all citizens.\n\n   \n\nTreasury management also includes the option to dump currency from the Treasury account. This will remove the currency permanently, so be careful when using this ability on backed currencies.\n\n   '}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Treasury Component allows Elected Titles that have been granted the right to \'Set Taxes at the Treasury\' to adjust the tax rate and select the World Default Currency.'}, {'EcopediaHeader', 'Taxes'}, {'EcopediaSection', 'After Taxes are set in the Treasury Component, they are automatically applied to all relevant transactions. All revenue goes into the Treasury Bank Account. Elected titles that have the setting \'Government Banking Privileges\' can transact directly from the Treasury account (allowing selection of the account within the Credit Component).  Money can also come out of the treasury via Laws that make payments to citizens.'}, {'EcopediaHeader', 'World Default Currency'}, {'EcopediaSection', 'The World Default Currency is the default Currency used when placing a new object that contain the Credit Component. Citizens can still choose to use any currency in a Trade, but having a World Default Currency makes it is easier to establish an economy with a common currency.'}, {'EcopediaHeader', 'Direct Taxes'}, {'EcopediaSection', 'Elected Titles with rights to \'Set Taxes at the Treasury\' can tax or allocate funds directly from citizens. This is done through managing the desired currency and selecting which citizens the action will apply to. An elected title must always give a reason why they are performing this action that is displayed to all citizens.\n\n   \n\nTreasury management also includes the option to dump currency from the Treasury account. This will remove the currency permanently, so take care when using this ability on backed currencies.\n\n   '}, {'EcopediaSection', 'Objects Containing a Treasury Component\n\nTreasury\n\n'}},
         },
         },
         ['Trees'] = {
         ['Trees'] = {
Line 1,170: Line 1,146:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Through the use of tools, citizens can build great structures and move mountains.  The starting tools will allow you to effect small change only, but as technology advances you will gain tools that can perform batch operations, and eventually Vehicle that can make massive transformations to the world. '}, {'EcopediaSection', 'There are a number of different tool types available:\n\n  - Building Tools.  Hammers will allow you to place construction materials in \'Forms\', shovels allow moving soil.  \n\n  - Farming Tools.  Plowing, planting, and sowing all have tools to increase their efficiency.\n\n  - Transport Tools.  Vehicles and tools for constructing roads are especially useful for transporting goods.\n\n  - Harvesting Tools.  These tools allow collection of resources from the ecosystem.\n\n  - Hunting Tools.  Hunting animals for food requires specialized tools.\n\n  \n\nTools that are manually powered require Calories, affecting your Nutrition.\n\nAll tools have Durability associated with them, which drops as they are used.  Once a tool has lost its durability, it will take a tremendous amount of calories to use, and should be repaired at a Repair Table.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Through the use of tools, citizens can build great structures and move mountains.  The starting tools will allow you to effect small change only, but as technology advances you will gain tools that can perform batch operations, and eventually Vehicle that can make massive transformations to the world. '}, {'EcopediaSection', 'There are a number of different tool types available:\n\n  - Building Tools.  Hammers will allow you to place construction materials in \'Forms\', shovels allow moving soil.  \n\n  - Farming Tools.  Plowing, planting, and sowing all have tools to increase their efficiency.\n\n  - Transport Tools.  Vehicles and tools for constructing roads are especially are useful for transporting goods.\n\n  - Harvesting Tools.  These tools allow collection of resources from the ecosystem.\n\n  - Hunting Tools.  Hunting animals for food requires specialized tools.\n\n  \n\nTools that are manually powered require Calories, affecting your Nutrition.\n\nAll tools have Durability associated with them, which drops as they are used.  Once a tool has lost its durability, it will take a tremendous amount of calories to use, and should be repaired at a Repair Table.\n\n  '}},
         },
         },
         ['Vehicle Component'] = {
         ['Vehicle Component'] = {
Line 1,177: Line 1,153:
                     ['summary'] = 'Vehicles can be used for performing a variety of tasks.',
                     ['summary'] = 'Vehicles can be used for performing a variety of tasks.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'VehicleComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'Any object containing a Vehicle Component can be mounted and interacted with in a variety of ways, providing a number of benefits.\n\n  \n\nMany vehicles require Power to operate and each have their own Storage. Building infrastructure around the world will greatly enhance your Transport capabilites as many vehicles require roads to operate.'}, {'EcopediaHeader', 'Types of Vehicles'}, {'EcopediaSection', '  \n\n- Transportation: Vehicles like the Wood Cart can transport goods and people from place to place. As technology progresses, more advanced vehicles become available with faster movement speeds and higher carrying capacity at the cost of creating pollution.\n\n- Excavation: The Excavator and Skid Steer can quickly move large quantites of dirt and rock. This will greatly increase the speed of Mining and allow areas of land to be quickly cleared for new construction projects.\n\n- Contruction: The Crane can quickly perform large-scale Building projects. The crane has a much larger building range than a citizen who is building with a hammer and can access large amounts of storage.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Any object containing a Vehicle Component can be mounted and interacted with in a variety of ways, providing a number of benefits.\n\n  \n\nMany vehicles require Power to operate and each have their own Storage. Building infrastructure around the world will greatly enhance your Transport capabilites as many vehicles require roads to operate.'}, {'EcopediaHeader', 'Types of Vehicles'}, {'EcopediaSection', '  \n\n- Transportation: Vehicles like the Wood Cart can transport goods and people from place to place. As technology progresses, more advanced vehicles become available with faster movement speeds and higher carrying capacity at the cost of creating pollution\n\n- Excavation: The Excavator and Skid Steer can quickly move large quantites of dirt and rock. This will greatly increase the speed of Mining and allow areas of land to be quickly cleared for new construction projects.\n\n- Contruction: The Crane can quickly perform large-scale Building projects. The crane has a much larger building range than a citizen who is building with a hammer and can access large amounts of storage.\n\n'}, {'EcopediaSection', 'Objects Containing a Vehicle Component\n\nCrane\n\nExcavator\n\nHand Plow\n\nPowered Cart\n\nSkid Steer\n\nSmall Wood Cart\n\nSteam Tractor\n\nSteam Truck\n\nTruck\n\nWheelbarrow\n\nWood Cart\n\n'}},
         },
         },
         ['Vehicles'] = {
         ['Vehicles'] = {
Line 1,184: Line 1,160:
                     ['displayNameUntranslated'] = 'Vehicles',
                     ['displayNameUntranslated'] = 'Vehicles',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Crane Item', 'Excavator Item', 'Hand Plow Item', 'Powered Cart Item', 'Skid Steer Item', 'Small Wood Cart Item', 'Steam Tractor Item', 'Steam Truck Item', 'Truck Item', 'Wheelbarrow Item', 'Wood Cart Item', 'Wood Shop Cart Item'},
                     ['subpages'] = {'Crane Item', 'Excavator Item', 'Skid Steer Item', 'Hand Plow Item', 'Powered Cart Item', 'Small Wood Cart Item', 'Steam Tractor Item', 'Steam Truck Item', 'Truck Item', 'Wheelbarrow Item', 'Wood Cart Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Washroom'] = {
                    ['displayName'] = 'Washroom',
                    ['displayNameUntranslated'] = 'Washroom',
                    ['summary'] = nil,
                    ['subpages'] = {'Bathtub Item', 'Latrine Item', 'Sink Item', 'Small Sink Item', 'Toilet Item', 'Washboard Item', 'Washing Machine Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 1,202: Line 1,186:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'A Work Party is an agreement among multiple citizens to perform work.  They are started by an individual citizen by visiting a Contract Board after creating a work order.\n\nThe citizen issuing a Work Party can define various parameters of the work, which include:\n\n - The work orders to be completed.\n\n - What is required of citizens who want to join the work party.\n\n - What payment will be given to people who participate.\n\n - How that payment will be distributed.\n\nWork parties are especially useful for performing Research. A citizen can setup a research project, costing a large amount of resources, and attach a work party to it. Citizens can then automatically join the work party (even when the issuing citizen is offline, if they meet the designated requirements) and start performing the task.\n\nPayment can take a variety of forms:\n\n- Currency, distributed based on how much work is performed, either immediately or upon completion.\n\n- Reputation, given from the work party creator to the laborer (subject to the daily limits of reputation that may be given).\n\n- Knowledge of a specific specialty (the same effect as reading a skill-scroll). For this benefit, the work party creator must possess the skill book for the specialty, or it must be crafted in one of the work orders of the party.\n\n- Granting a Title, which can give them new privileges for accessing property and other abilities.\n\nThe economy of Eco is focused not just on trading of goods but trading of labor, and work parties make it easy to farm out many kinds of work to the general populace.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'A Work Party is an agreement among multiple citizens to perform work.  They are started by an individual citizen by visiting a Contract Board after creating a work order.\n\nThe citizen issuing a Work Party can define the various parameters of the work, which includes:\n\n - The work orders to be completed.\n\n - What is required of citizens who want to join the work party.\n\n - What payment will be given to people who participate.\n\n - How that payment will be distributed.\n\n - How that payment will be distributed.\n\nWork parties are especially useful for performing Research. A citizen can setup a research project, costing a large amount of resources, and attach a work party to it. Citizens can then automatically join the work party (even when the issuing citizen is offline, if they meet the designated requirements) and start performing the task.\n\nPayment can take a variety of forms:\n\n- Currency, distributed based on how much work is performed, either immediately or upon completion.\n\n- Reputation, given from the work party creator to the laborer (subject to the daily limits of reputation that may be given).\n\n- Knowledge of a specific specialty (the same effect as reading a skill-scroll). For this benefit, the work party creator must possess the skill book for the specialty, or it must be crafted in one of the work orders of the party.\n\n- Granting a Title, which can give them new privileges for accessing property and other abilities.\n\nThe economy of Eco is focused not just on trading of goods but trading of labor, and work parties make it easy to farm out many kinds of work to the general populace.\n\n  '}},
         },
         },
     },
     },
}
}
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