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Editing Module:Ecopedia

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-- Eco Version : 0.9.7.6 beta release-420
-- Eco Version : 0.9.6.3 beta release-343
-- 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'] = {'PropertyAuthComponent', '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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                     ['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 different uses by various citizens and government entities.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'BankAccount', 'PersonalBankAccount', 'GovernmentBankAccount', 'TreasuryBankAccount', 'ContractEscrowBankAccount', 'PersonalBankAccount_GameValue'},
                     ['sectionsText'] = {{'EcopediaSection', 'Bank accounts are storages of Currency that one or more citizen can access.  Each citizen enters the world with a permanent Personal Bank Account, containing an infinite amount of their Personal Credit. Additional bank accounts can be granted and have their access-rights adjusted at a Bank.\n\nBank accounts are useful for organizing currency, allowing access to funds by multiple parties, and storing the collection of taxes and designating who can access them.  Governments will generally setup a number of bank accounts to manage the in-flow of taxes, ensuring the funds are used as intended.  Each bank account can hold unlimited amounts of unlimited currencies, with each currency tracked separately. Clicking on the bank account will display the ledger listing all transactions to or from it, as all transactions in Eco are public.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Bank accounts are storages of Currency that one or more citizen can access.  Each citizen enters the world with a permanent Personal Bank Account, containing an infinite amount of their Personal Credit. Additional bank accounts can be granted and have their access-rights adjusted at a Bank.\n\nBank accounts are useful for organizing currency, allowing access to funds by multiple parties, and storing the collection of taxes and designating who can access them.  Governments will generally setup a number of bank accounts to manage the in-flow of taxes, ensuring the funds are used as intended.  Each bank account can hold unlimited amounts of unlimited currencies, with each currency tracked separately. Clicking on the bank account will display the ledger listing all transactions to or from it, as all transactions in Eco are public.\n\n'}},
         },
         },
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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 Object\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 Object\n\nCast Iron Bed Object\n\nCast Iron Royal Bed Object\n\nNylon Futon Bed Object\n\nWooden Fabric Bed Object\n\nWooden Straw Bed Object\n\n'}},
         },
         },
         ['Bedroom'] = {
         ['Bedroom'] = {
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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', 'CivicAction_RemoveFromOffice'},
                     ['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 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'}, {'EcopediaSection', 'Objects Containing a Civic Actions\n\nBallot Box Object\n\nExecutive Office Object\n\nGovernment Office Object\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', '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'}},
         },
         },
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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 Object\n\nBoard Of Elections Object\n\nCensus Bureau Object\n\nCourt Object\n\nGovernment Office Object\n\nImmigration Desk Object\n\nZoning Office Object\n\n'}},
         },
         },
         ['Clothing'] = {
         ['Clothing'] = {
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                     ['summary'] = 'The founding document for a government.',
                     ['summary'] = 'The founding document for a government.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'Constitution', 'ConstitutionalAmendment'},
                     ['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 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.'}},
         },
         },
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                     ['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 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'}, {'EcopediaSection', 'Objects Containing a Contract Board Component\n\nContract Board Object\n\n'}},
         },
         },
         ['Contracts'] = {
         ['Contracts'] = {
Line 249: Line 241:
                     ['summary'] = 'Contracts maintain an agreement between two citizens.',
                     ['summary'] = 'Contracts maintain an agreement between two citizens.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'Contract'},
                     ['sectionsText'] = {{'EcopediaSection', '\n\n    A contract is an agreement between two citizens created at a Contract Board.  The agreement can have any number of clauses, and specify combinations of work to be performed and compensation to be paid.  It is posted by the client citizen, and can be accepted by any valid citizen asynchronously.'}, {'EcopediaSection', 'Examples of contract include:\n\n    - Create a road between two designated points.\n\n    - Loan money between two parties with a given interest rate and due date.\n\n    - Build a room of given requirements at a specific location.\n\n    - Custom requirements described in text, and accepted/rejected by the client upon completion.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', '\n\n    A contract is an agreement between two citizens created at a Contract Board.  The agreement can have any number of clauses, and specify combinations of work to be performed and compensation to be paid.  It is posted by the client citizen, and can be accepted by any valid citizen asynchronously.'}, {'EcopediaSection', 'Examples of contract include:\n\n    - Create a road between two designated points.\n\n    - Loan money between two parties with a given interest rate and due date.\n\n    - Build a room of given requirements at a specific location.\n\n    - Custom requirements described in text, and accepted/rejected by the client upon completion.\n\n  '}},
         },
         },
Line 264: Line 256:
                     ['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'] = {'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', 'Workbench Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 281: Line 273:
                     ['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 Object\n\nAdvanced Masonry Table Object\n\nAdvanced Tailoring Table Object\n\nAnvil Object\n\nArrastra Object\n\nAssembly Line Object\n\nAutomatic Loom Object\n\nBakery Oven Object\n\nBlast Furnace Object\n\nBloomery Object\n\nButchery Table Object\n\nCampfire Object\n\nCampsite Object\n\nCapitol Object\n\nCarpentry Table Object\n\nCast Iron Stove Object\n\nCement Kiln Object\n\nElectric Lathe Object\n\nElectric Machinist Table Object\n\nElectric Planer Object\n\nElectric Stamping Press Object\n\nElectronics Assembly Object\n\nFarmers Table Object\n\nFishery Object\n\nFroth Floatation Cell Object\n\nJaw Crusher Object\n\nKiln Object\n\nKitchen Object\n\nLaboratory Object\n\nLathe Object\n\nLoom Object\n\nMachinist Table Object\n\nMasonry Table Object\n\nMill Object\n\nOil Refinery Object\n\nPump Jack Object\n\nResearch Table Object\n\nRobotic Assembly Line Object\n\nRocker Box Object\n\nRolling Mill Object\n\nSawmill Object\n\nScreening Machine Object\n\nScrew Press Object\n\nSensor Based Belt Sorter Object\n\nShaper Object\n\nSpin Melter Object\n\nStamp Mill Object\n\nStove Object\n\nTailoring Table Object\n\nTool Bench Object\n\nWainwright Table Object\n\nWorkbench Object\n\n'}},
         },
         },
         ['Credit Component'] = {
         ['Credit Component'] = {
Line 289: Line 281:
                     ['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 Object\n\nAdvanced Masonry Table Object\n\nAdvanced Tailoring Table Object\n\nAnvil Object\n\nArrastra Object\n\nAssembly Line Object\n\nAutomatic Loom Object\n\nBakery Oven Object\n\nBlast Furnace Object\n\nBloomery Object\n\nButchery Table Object\n\nCampfire Object\n\nCampsite Object\n\nCapitol Object\n\nCarpentry Table Object\n\nCast Iron Stove Object\n\nCement Kiln Object\n\nElectric Lathe Object\n\nElectric Machinist Table Object\n\nElectric Planer Object\n\nElectric Stamping Press Object\n\nElectronics Assembly Object\n\nFarmers Table Object\n\nFishery Object\n\nFroth Floatation Cell Object\n\nJaw Crusher Object\n\nKiln Object\n\nKitchen Object\n\nLaboratory Object\n\nLathe Object\n\nLoom Object\n\nMachinist Table Object\n\nMasonry Table Object\n\nMill Object\n\nOil Refinery Object\n\nPump Jack Object\n\nResearch Table Object\n\nRobotic Assembly Line Object\n\nRocker Box Object\n\nRolling Mill Object\n\nSawmill Object\n\nScreening Machine Object\n\nScrew Press Object\n\nSensor Based Belt Sorter Object\n\nShaper Object\n\nSpin Melter Object\n\nStamp Mill Object\n\nStore Object\n\nStove Object\n\nTailoring Table Object\n\nTool Bench Object\n\nWainwright Table Object\n\nWood Shop Cart Object\n\nWorkbench Object\n\n'}},
         },
         },
         ['Currencies'] = {
         ['Currencies'] = {
Line 305: Line 297:
                     ['summary'] = 'Currency is a societal construct that makes trade easier.',
                     ['summary'] = 'Currency is a societal construct that makes trade easier.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'Currency', 'PersonalCurrency'},
                     ['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', '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'}},
         },
         },
Line 336: Line 328:
                     ['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'] = {},
Line 345: Line 337:
                     ['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 the 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 Object\n\n'}},
        },
        ['Deeds'] = {
                    ['displayName'] = 'Deeds',
                    ['displayNameUntranslated'] = 'Deeds',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
         },
         },
         ['Demographics'] = {
         ['Demographics'] = {
Line 361: Line 345:
                     ['summary'] = 'Defines a set of citizens matching some criteria.',
                     ['summary'] = 'Defines a set of citizens matching 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 353:
                     ['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, players can create a law that prevents chopping trees in a \'Protected Zone\' district.\n\n'}},
         },
         },
Line 425: Line 409:
                     ['summary'] = 'Elected Titles are government officials that can be assigned permissions to manage government policy.',
                     ['summary'] = 'Elected Titles are government officials that can be assigned permissions to manage government policy.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'ElectedTitle'},
                     ['sectionsText'] = {{'EcopediaSection', 'Elected Titles are government officials that can be assigned permissions to manage government policy. These titles can be used anywhere you can specify a citizen (permissions, laws, etc.). \n\nElected titles are created at a Government Office. Several conditions can be set when defining an elected title:\n\n  - An Election Process with term limits for title holders\n\n  - The number of citizens who can hold the elected title at the same time\n\n  - Requirements to stay in office once elected to the title\n\n  - A successor who takes over the position if a title holder is removed from office\n\nWhile creating an elected title, the following permissions can be assigned:\n\n  - Setting the tax rate at a Treasury\n\n  - Access to spend the funds in the Treasury bank account\n\n  - Government banking privileges to create government bank accounts that are exempt from personal wealth calculations\n\n  - The ability to place a global map marker to notify citizens of a point of interest\n\nElected titles can be assigned wages that are paid periodically to the citizens that hold the title.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Elected Titles are government officials that can be assigned permissions to manage government policy. These titles can be used anywhere you can specify a citizen (permissions, laws, etc.). \n\nElected titles are created at a Government Office. Several conditions can be set when defining an elected title:\n\n  - An Election Process with term limits for title holders\n\n  - The number of citizens who can hold the elected title at the same time\n\n  - Requirements to stay in office once elected to the title\n\n  - A successor who takes over the position if a title holder is removed from office\n\nWhile creating an elected title, the following permissions can be assigned:\n\n  - Setting the tax rate at a Treasury\n\n  - Access to spend the funds in the Treasury bank account\n\n  - Government banking privileges to create government bank accounts that are exempt from personal wealth calculations\n\n  - The ability to place a global map marker to notify citizens of a point of interest\n\nElected titles can be assigned wages that are paid periodically to the citizens that hold the title.\n\n  '}},
         },
         },
Line 433: Line 417:
                     ['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, 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'}},
         },
         },
Line 441: Line 425:
                     ['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', 'CivicAction_StartElection', 'CivicAction_Vote', 'CivicAction_EnterElection', 'CivicAction_WithdrawFromElection', 'CivicAction_ResignFromOffice', 'CivicAction_Veto'},
                     ['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    - 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  '}},
         },
         },
Line 457: Line 441:
                     ['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 an Exchange Component\n\nCurrency Exchange Object\n\n'}},
         },
         },
         ['Executive Actions'] = {
         ['Executive Actions'] = {
Line 465: Line 449:
                     ['summary'] = 'An action performed by a government official having effects on taxes, property, etc.',
                     ['summary'] = 'An action performed by a government official having effects on taxes, property, etc.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'CivicAction_PerformExecutiveAction'},
                     ['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  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  '}},
         },
         },
Line 492: Line 476:
                     ['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 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'}},
         },
         },
         ['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 609: Line 593:
                     ['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 an Item Distribution Component\n\nDistribution Station Object\n\n'}},
         },
         },
         ['Kitchen'] = {
         ['Kitchen'] = {
Line 625: Line 609:
                     ['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 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  '}},
         },
         },
Line 636: Line 620:
                     ['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 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'}},
         },
         },
         ['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 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'},
Line 649: Line 633:
                     ['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 681:
                     ['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 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  '}, {'EcopediaSection', 'Objects Containing a Mint Component\n\nMint Object\n\n'}},
         },
         },
         ['Modern Upgrades'] = {
         ['Modern Upgrades'] = {
Line 753: Line 729:
                     ['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', 'LiquidConverterComponent', 'LiquidProducerComponent', 'PipeComponent', 'PumpComponent', 'FilterComponent'},
                     ['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 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 '}, {'EcopediaSection', 'Objects Containing a Liquid Converter Component\n\nBlast Furnace Object\n\nCombustion Generator Object\n\nFroth Floatation Cell Object\n\nLaboratory Object\n\nLiquid Crafter Object\n\nOil Refinery Object\n\nSink Object\n\nWaste Filter Object\n\n'}, {'EcopediaSection', 'Objects Containing a Pump\n\nElectric Water Pump Object\n\nMechanical Water Pump Object\n\n'}, {'EcopediaSection', 'Objects Containing a Filter Component\n\nWaste Filter Object\n\n'}},
         },
         },
         ['Pipes'] = {
         ['Pipes'] = {
Line 793: Line 769:
                     ['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 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 Object\n\nAshlar Gneiss Fireplace Object\n\nAshlar Granite Fireplace Object\n\nAshlar Limestone Fireplace Object\n\nAshlar Sandstone Fireplace Object\n\nAshlar Shale Fireplace Object\n\nAshlar Stone Fireplace Object\n\nBakery Oven Object\n\nBlast Furnace Object\n\nBloomery Object\n\nBrazier Object\n\nBrick Fireplace Object\n\nCampfire Object\n\nCandle Stand Object\n\nCarved Pumpkin Object\n\nCast Iron Stove Object\n\nCeiling Candle Object\n\nCement Kiln Object\n\nCombustion Generator Object\n\nCrane Object\n\nExcavator Object\n\nKiln Object\n\nMortared Granite Fireplace Object\n\nMortared Limestone Fireplace Object\n\nMortared Sandstone Fireplace Object\n\nMortared Stone Fireplace Object\n\nOil Refinery Object\n\nPowered Cart Object\n\nSkid Steer Object\n\nSteam Engine Object\n\nSteam Tractor Object\n\nSteam Truck Object\n\nStone Brazier Object\n\nTallow Candle Object\n\nTallow Lamp Object\n\nTallow Wall Lamp Object\n\nTorch Stand Object\n\nTrailer Truck Object\n\nTruck Object\n\nWall Candle Object\n\n'}, {'EcopediaSection', 'Objects Containing a Power Generator Component\n\nCombustion Generator Object\n\nSolar Generator Object\n\nSteam Engine Object\n\nWaterwheel Object\n\nWind Turbine Object\n\nWindmill Object\n\n'}, {'EcopediaSection', 'Objects Containing a Power Grid Component\n\nAdvanced Carpentry Table Object\n\nAdvanced Masonry Table Object\n\nArrastra Object\n\nAutomatic Loom Object\n\nCombustion Generator Object\n\nComputer Lab Object\n\nElectric Lathe Object\n\nElectric Machinist Table Object\n\nElectric Planer Object\n\nElectric Stamping Press Object\n\nElectric Wall Lamp Object\n\nElectric Water Pump Object\n\nFroth Floatation Cell Object\n\nIndustrial Refrigerator Object\n\nJaw Crusher Object\n\nLaboratory Object\n\nLaser Object\n\nLathe Object\n\nMechanical Water Pump Object\n\nMill Object\n\nModern Double Street Light Object\n\nModern Street Light Object\n\nPowered Storage Silo Object\n\nPump Jack Object\n\nRefrigerator Object\n\nRobotic Assembly Line Object\n\nRolling Mill Object\n\nSawmill Object\n\nScreening Machine Object\n\nScrew Press Object\n\nSensor Based Belt Sorter Object\n\nShaper Object\n\nSolar Generator Object\n\nSpin Melter Object\n\nStamp Mill Object\n\nSteam Engine Object\n\nSteel Abstract Fixture Object\n\nSteel Ceiling Light Object\n\nSteel Floor Lamp Object\n\nSteel Hanging Fixture Object\n\nSteel Hanging Lamp Object\n\nSteel Kitchen Lamp Object\n\nSteel Searchlight Object\n\nSteel Square Fixture Object\n\nSteel Table Lamp Object\n\nStove Object\n\nStreetlamp Object\n\nTransmission Pole Object\n\nWashing Machine Object\n\nWaste Filter Object\n\nWaterwheel Object\n\nWind Turbine Object\n\nWindmill Object\n\nWooden Ceiling Light Object\n\nWooden Floor Lamp Object\n\nWooden Kitchen Lamp Object\n\nWooden Table Lamp Object\n\n'}, {'EcopediaSection', 'Objects Containing a Power Consumption Component\n\nAdvanced Carpentry Table Object\n\nAdvanced Masonry Table Object\n\nArrastra Object\n\nAutomatic Loom Object\n\nElectric Lathe Object\n\nElectric Machinist Table Object\n\nElectric Planer Object\n\nElectric Stamping Press Object\n\nElectric Wall Lamp Object\n\nElectric Water Pump Object\n\nFroth Floatation Cell Object\n\nIndustrial Refrigerator Object\n\nJaw Crusher Object\n\nLaboratory Object\n\nLaser Object\n\nLathe Object\n\nMechanical Water Pump Object\n\nMill Object\n\nModern Double Street Light Object\n\nModern Street Light Object\n\nPowered Storage Silo Object\n\nPump Jack Object\n\nRefrigerator Object\n\nRobotic Assembly Line Object\n\nRolling Mill Object\n\nSawmill Object\n\nScreening Machine Object\n\nScrew Press Object\n\nSensor Based Belt Sorter Object\n\nShaper Object\n\nSpin Melter Object\n\nStamp Mill Object\n\nSteel Abstract Fixture Object\n\nSteel Ceiling Light Object\n\nSteel Floor Lamp Object\n\nSteel Hanging Fixture Object\n\nSteel Hanging Lamp Object\n\nSteel Kitchen Lamp Object\n\nSteel Searchlight Object\n\nSteel Square Fixture Object\n\nSteel Table Lamp Object\n\nStove Object\n\nStreetlamp Object\n\nWashing Machine Object\n\nWaste Filter Object\n\nWooden Ceiling Light Object\n\nWooden Floor Lamp Object\n\nWooden Kitchen Lamp Object\n\nWooden Table Lamp Object\n\n'}},
         },
         },
         ['Power Generation'] = {
         ['Power Generation'] = {
Line 824: Line 800:
                     ['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', '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'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 857: Line 833:
                     ['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 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 Object\n\n'}},
         },
         },
         ['Repair Component'] = {
         ['Repair Component'] = {
Line 865: Line 841:
                     ['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 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  '}, {'EcopediaSection', 'Objects Containing a Repair Component\n\nTool Bench Object\n\n'}},
         },
         },
         ['Reptiles'] = {
         ['Reptiles'] = {
Line 930: Line 906:
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['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 belowThe 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 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, and Living Room (this information is displayed on the tooltip of the item)There is also a General type of furniture that will add its value to any of the rooms you place it inside of.\n\nThe 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\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 912:
                     ['displayNameUntranslated'] = 'Seating',
                     ['displayNameUntranslated'] = 'Seating',
                     ['summary'] = nil,
                     ['summary'] = nil,
                     ['subpages'] = {'Adorned Ashlar Basalt Bench Item', 'Adorned Ashlar Basalt Chair Item', 'Adorned Ashlar Basalt Table Item', 'Adorned Ashlar Gneiss Bench Item', 'Adorned Ashlar Gneiss Chair Item', 'Adorned Ashlar Gneiss Table Item', 'Adorned Ashlar Granite Bench Item', 'Adorned Ashlar Granite Chair Item', 'Adorned Ashlar Granite Table Item', 'Adorned Ashlar Limestone Bench Item', 'Adorned Ashlar Limestone Chair Item', 'Adorned Ashlar Limestone Table Item', 'Adorned Ashlar Sandstone Bench Item', 'Adorned Ashlar Sandstone Chair Item', 'Adorned Ashlar Sandstone Table Item', 'Adorned Ashlar Shale Bench Item', 'Adorned Ashlar Shale Chair Item', 'Adorned Ashlar Shale Table Item', 'Adorned Ashlar Stone Bench Item', 'Adorned Ashlar Stone Chair Item', 'Adorned Ashlar Stone Table Item', 'Ashlar Basalt Bench Item', 'Ashlar Basalt Chair Item', 'Ashlar Basalt Table Item', 'Ashlar Gneiss Bench Item', 'Ashlar Gneiss Chair Item', 'Ashlar Gneiss Table Item', 'Ashlar Granite Bench Item', 'Ashlar Granite Chair Item', 'Ashlar Granite Table Item', 'Ashlar Limestone Bench Item', 'Ashlar Limestone Chair Item', 'Ashlar Limestone Table Item', 'Ashlar Sandstone Bench Item', 'Ashlar Sandstone Chair Item', 'Ashlar Sandstone Table Item', 'Ashlar Shale Bench Item', 'Ashlar Shale Chair Item', 'Ashlar Shale Table Item', 'Ashlar Stone Bench Item', 'Ashlar Stone Chair Item', 'Ashlar Stone Table Item', 'Composite Birch Bench Item', 'Composite Birch Chair Item', 'Composite Birch Table Item', 'Composite Cedar Bench Item', 'Composite Cedar Chair Item', 'Composite Cedar Table Item', 'Composite Ceiba Bench Item', 'Composite Ceiba Chair Item', 'Composite Ceiba Table Item', 'Composite Fir Bench Item', 'Composite Fir Chair Item', 'Composite Fir Table Item', 'Composite Hardwood Bench Item', 'Composite Hardwood Chair Item', 'Composite Hardwood Table Item', 'Composite Joshua Bench Item', 'Composite Joshua Chair Item', 'Composite Joshua Table Item', 'Composite Lumber Bench Item', 'Composite Lumber Chair Item', 'Composite Lumber Table Item', 'Composite Oak Bench Item', 'Composite Oak Chair Item', 'Composite Oak Table Item', 'Composite Palm Bench Item', 'Composite Palm Chair Item', 'Composite Palm Table Item', 'Composite Redwood Bench Item', 'Composite Redwood Chair Item', 'Composite Redwood Table Item', 'Composite Saguaro Bench Item', 'Composite Saguaro Chair Item', 'Composite Saguaro Table Item', 'Composite Softwood Bench Item', 'Composite Softwood Chair Item', 'Composite Softwood Table Item', 'Composite Spruce Bench Item', 'Composite Spruce Chair Item', 'Composite Spruce Table Item', 'Hardwood Lumber Bench Item', 'Hardwood Lumber Chair Item', 'Hardwood Lumber Table Item', 'Hewn Bench Item', 'Hewn Chair Item', 'Hewn Hardwood Bench Item', 'Hewn Hardwood Chair Item', 'Hewn Hardwood Table Item', 'Hewn Softwood Bench Item', 'Hewn Softwood Chair Item', 'Hewn Softwood Table Item', 'Hewn Table Item', 'Lumber Bench Item', 'Lumber Chair Item', 'Lumber Table Item', 'Mortared Granite Bench Item', 'Mortared Granite Chair Item', 'Mortared Granite Table Item', 'Mortared Limestone Bench Item', 'Mortared Limestone Chair Item', 'Mortared Limestone Table Item', 'Mortared Sandstone Bench Item', 'Mortared Sandstone Chair Item', 'Mortared Sandstone Table Item', 'Mortared Stone Bench Item', 'Mortared Stone Chair Item', 'Mortared Stone Table Item', 'Softwood Lumber Bench Item', 'Softwood Lumber Chair Item', 'Softwood Lumber Table Item'},
                     ['subpages'] = {'Adorned Ashlar Basalt Bench Item', 'Adorned Ashlar Basalt Chair Item', 'Adorned Ashlar Gneiss Bench Item', 'Adorned Ashlar Gneiss Chair Item', 'Adorned Ashlar Granite Bench Item', 'Adorned Ashlar Granite Chair Item', 'Adorned Ashlar Limestone Bench Item', 'Adorned Ashlar Limestone Chair Item', 'Adorned Ashlar Sandstone Bench Item', 'Adorned Ashlar Sandstone Chair Item', 'Adorned Ashlar Shale Bench Item', 'Adorned Ashlar Shale Chair Item', 'Adorned Ashlar Stone Bench Item', 'Adorned Ashlar Stone Chair Item', 'Ashlar Basalt Bench Item', 'Ashlar Basalt Chair Item', 'Ashlar Gneiss Bench Item', 'Ashlar Gneiss Chair Item', 'Ashlar Granite Bench Item', 'Ashlar Granite Chair Item', 'Ashlar Limestone Bench Item', 'Ashlar Limestone Chair Item', 'Ashlar Sandstone Bench Item', 'Ashlar Sandstone Chair Item', 'Ashlar Shale Bench Item', 'Ashlar Shale Chair Item', 'Ashlar Stone Bench Item', 'Ashlar Stone Chair Item', 'Composite Birch Bench Item', 'Composite Birch Chair Item', 'Composite Cedar Bench Item', 'Composite Cedar Chair Item', 'Composite Ceiba Bench Item', 'Composite Ceiba Chair Item', 'Composite Fir Bench Item', 'Composite Fir Chair Item', 'Composite Hardwood Bench Item', 'Composite Hardwood Chair Item', 'Composite Joshua Bench Item', 'Composite Joshua Chair Item', 'Composite Lumber Bench Item', 'Composite Lumber Chair Item', 'Composite Oak Bench Item', 'Composite Oak Chair Item', 'Composite Palm Bench Item', 'Composite Palm Chair Item', 'Composite Redwood Bench Item', 'Composite Redwood Chair Item', 'Composite Saguaro Bench Item', 'Composite Saguaro Chair Item', 'Composite Softwood Bench Item', 'Composite Softwood Chair Item', 'Composite Spruce Bench Item', 'Composite Spruce Chair Item', 'Couch Item', 'Hardwood Lumber Bench Item', 'Hardwood Lumber Chair Item', 'Hewn Bench Item', 'Hewn Chair Item', 'Hewn Hardwood Bench Item', 'Hewn Hardwood Chair Item', 'Hewn Softwood Bench Item', 'Hewn Softwood Chair Item', 'Lumber Bench Item', 'Lumber Chair Item', 'Mortared Granite Bench Item', 'Mortared Granite Chair Item', 'Mortared Limestone Bench Item', 'Mortared Limestone Chair Item', 'Mortared Sandstone Bench Item', 'Mortared Sandstone Chair Item', 'Mortared Stone Bench Item', 'Mortared Stone Chair Item', 'Nylon Futon Couch Item', 'Padded Chair Item', 'Softwood Lumber Bench Item', 'Softwood Lumber Chair Item', 'Upholstered Chair Item', 'Upholstered Couch Item'},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 992: Line 968:
                     ['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'] = {'Crab Pot Item', '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,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {},
                     ['sectionsText'] = {},
Line 1,017: Line 993:
                     ['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 1,041: Line 1,017:
                     ['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', 'MovableLinkComponent', 'SharedLinkComponent'},
                     ['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 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  '}, {'EcopediaSection', 'Advanced Carpentry Table Object\n\nAdvanced Masonry Table Object\n\nAdvanced Tailoring Table Object\n\nAnvil Object\n\nArrastra Object\n\nAshlar Basalt Fireplace Object\n\nAshlar Gneiss Fireplace Object\n\nAshlar Granite Fireplace Object\n\nAshlar Limestone Fireplace Object\n\nAshlar Sandstone Fireplace Object\n\nAshlar Shale Fireplace Object\n\nAshlar Stone Fireplace Object\n\nAssembly Line Object\n\nAutomatic Loom Object\n\nBakery Oven Object\n\nBlast Furnace Object\n\nBloomery Object\n\nBookshelf Object\n\nBrazier Object\n\nBrick Fireplace Object\n\nButchery Table Object\n\nCampfire Object\n\nCampsite Object\n\nCapitol Object\n\nCarpentry Table Object\n\nCast Iron Stove Object\n\nCement Kiln Object\n\nCombustion Generator Object\n\nComputer Lab Object\n\nCrab Pot Object\n\nDistribution Station Object\n\nElectric Lathe Object\n\nElectric Machinist Table Object\n\nElectric Planer Object\n\nElectric Stamping Press Object\n\nElectronics Assembly Object\n\nFarmers Table Object\n\nFish Trap Object\n\nFishery Object\n\nFroth Floatation Cell Object\n\nHardwood Lumber Dresser Object\n\nHewn Dresser Object\n\nIcebox Object\n\nIndustrial Refrigerator Object\n\nJaw Crusher Object\n\nKiln Object\n\nKitchen Object\n\nLaboratory Object\n\nLarge Lumber Stockpile Object\n\nLathe Object\n\nLoom Object\n\nLumber Dresser Object\n\nLumber Stockpile Object\n\nMachinist Table Object\n\nMasonry Table Object\n\nMill Object\n\nMint Object\n\nMortared Granite Fireplace Object\n\nMortared Limestone Fireplace Object\n\nMortared Sandstone Fireplace Object\n\nMortared Stone Fireplace Object\n\nOil Refinery Object\n\nPlanter Pot Round Object\n\nPlanter Pot Square Object\n\nPowered Storage Silo Object\n\nPump Jack Object\n\nRefrigerator Object\n\nResearch Table Object\n\nRobotic Assembly Line Object\n\nRocker Box Object\n\nRolling Mill Object\n\nSawmill Object\n\nScreening Machine Object\n\nScrew Press Object\n\nSensor Based Belt Sorter Object\n\nShaper Object\n\nShelf Cabinet Object\n\nSmall Stockpile Object\n\nSoftwood Lumber Dresser Object\n\nSpin Melter Object\n\nStamp Mill Object\n\nSteam Engine Object\n\nStockpile Object\n\nStone Brazier Object\n\nStorage Chest Object\n\nStorage Silo Object\n\nStore Object\n\nStove Object\n\nTailoring Table Object\n\nTallow Candle Object\n\nTallow Lamp Object\n\nTallow Wall Lamp Object\n\nTiny Stockpile Object\n\nTool Bench Object\n\nTorch Stand Object\n\nWainwright Table Object\n\nWaste Filter Object\n\nWorkbench Object\n\nCrane Object\n\nExcavator Object\n\nPowered Cart Object\n\nSkid Steer Object\n\nSmall Wood Cart Object\n\nSteam Tractor Object\n\nSteam Truck Object\n\nTrailer Truck Object\n\nTruck Object\n\nWheelbarrow Object\n\nWood Cart Object\n\nWood Shop Cart Object\n\n'}},
         },
         },
         ['Store Component'] = {
         ['Store Component'] = {
Line 1,049: Line 1,025:
                     ['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 Object\n\nWood Shop Cart Object\n\n'}},
         },
         },
         ['Survivalist'] = {
         ['Survivalist'] = {
Line 1,059: Line 1,035:
                     ['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 1,121: Line 1,105:
                     ['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'},
                     ['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, 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  '}},
         },
         },
Line 1,129: Line 1,113:
                     ['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 1,153: Line 1,137:
                     ['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 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   '}, {'EcopediaSection', 'Objects Containing a Treasury Component\n\nTreasury Object\n\n'}},
         },
         },
         ['Trees'] = {
         ['Trees'] = {
Line 1,177: Line 1,161:
                     ['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 Object\n\nExcavator Object\n\nHand Plow Object\n\nPowered Cart Object\n\nSkid Steer Object\n\nSmall Wood Cart Object\n\nSmall Wooden Boat Object\n\nSteam Tractor Object\n\nSteam Truck Object\n\nTrailer Truck Object\n\nTruck Object\n\nWheelbarrow Object\n\nWood Cart Object\n\nWood Shop Cart Object\n\nWooden Barge Object\n\n'}},
         },
         },
         ['Vehicles'] = {
         ['Vehicles'] = {
Line 1,184: Line 1,168:
                     ['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', 'Wood Shop Cart Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Washroom'] = {
                    ['displayName'] = 'Washroom',
                    ['displayNameUntranslated'] = 'Washroom',
                    ['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'] = {},
Line 1,201: Line 1,193:
                     ['summary'] = 'Work Parties are joint agreements by a number of players to perform a given task, with compensation being distributed in various ways.',
                     ['summary'] = 'Work Parties are joint agreements by a number of players to perform a given task, with compensation being distributed in various ways.',
                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = {'WorkParty'},
                     ['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 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  '}},
         },
         },
     },
     },
}
}
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