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Module:Ecopedia: Difference between revisions

From Eco - English Wiki
[checked revision][checked revision]
(Update 9.4.0)
(Update 9.4.5)
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-- Eco Version : 0.9.4.0 beta release-237
-- Eco Version : 0.9.4.5 beta release-278
-- Export Language: English
-- Export Language: English


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                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = {'FuelSupplyComponent', 'PowerGeneratorComponent', 'PowerGridComponent', 'PowerConsumptionComponent'},
                     ['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 can have fuel input here, and each may require different types of fuel to operate. The tooltips for the accepted fuel contain a list of specific items that can be used to fuel the object. Fuel can also be added from the Storage Component.\n\nWhile operating, an object consumes fuel every second, measured in Watts (W). Each type of fuel contains a different amount of potential energy, measured in Joules (J). For every 1 Watt needed per second, 1 Joule of energy is consumed. Fuel is not consumed while the object is inactive.\n\n  '}, {'EcopediaHeader', 'Energy Stats'}, {'EcopediaSection', '\n\nThere are two types of Power that can be used by an object, Electric and Mechanical. The power grid displays the type and availability of the needed power for this object. If there is not enough power supply to match the power demanded, objects will become inactive.\n\nPower generators that consume fuel become inactive if there are no nearby objects demanding power. There is no need to turn them on and off to conserve fuel.\n\n  '}, {'EcopediaSection', 'Objects Containing a Fuel Supply Component\n\nAshlar Basalt Fireplace\n\nAshlar Gneiss Fireplace\n\nAshlar Granite Fireplace\n\nAshlar Limestone Fireplace\n\nAshlar Sandstone Fireplace\n\nAshlar Shale Fireplace\n\nAshlar Stone Fireplace\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nBrazier\n\nBrick Fireplace\n\nCampfire\n\nCandle Stand\n\nCast Iron Stove\n\nCeiling Candle\n\nCement Kiln\n\nCombustion Generator\n\nCrane\n\nExcavator\n\nKiln\n\nMortared Granite Fireplace\n\nMortared Limestone Fireplace\n\nMortared Sandstone Fireplace\n\nMortared Stone Fireplace\n\nOil Refinery\n\nPowered Cart\n\nSkid Steer\n\nSteam Engine\n\nSteam Tractor\n\nSteam Truck\n\nStone Brazier\n\nTallow Candle\n\nTallow Lamp\n\nTallow Wall Lamp\n\nTorch Stand\n\nTruck\n\nWall Candle\n\n'}, {'EcopediaSection', 'Objects Containing a Power Generator Component\n\nCombustion Generator\n\nSolar Generator\n\nSteam Engine\n\nWaterwheel\n\nWind Turbine\n\nWindmill\n\n'}, {'EcopediaSection', 'Objects Containing a Power Grid Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nArrastra\n\nAutomatic Loom\n\nCombustion Generator\n\nComputer Lab\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectric Wall Lamp\n\nElectric Water Pump\n\nFroth Floatation Cell\n\nJaw Crusher\n\nLaboratory\n\nLaser\n\nLathe\n\nMechanical Water Pump\n\nMill\n\nModern Double Street Light\n\nModern Street Light\n\nPump Jack\n\nRefrigerator\n\nRobotic Assembly Line\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSolar Generator\n\nSpin Melter\n\nStamp Mill\n\nSteam Engine\n\nSteel Abstract Fixture\n\nSteel Ceiling Light\n\nSteel Floor Lamp\n\nSteel Hanging Fixture\n\nSteel Hanging Lamp\n\nSteel Kitchen Lamp\n\nSteel Square Fixture\n\nSteel Table Lamp\n\nStove\n\nStreetlamp\n\nTransmission Pole\n\nWashing Machine\n\nWaste Filter\n\nWaterwheel\n\nWind Turbine\n\nWindmill\n\nWood Kitchen Lamp\n\nWooden Ceiling Light\n\nWooden Floor Lamp\n\nWooden Table Lamp\n\n'}, {'EcopediaSection', 'Objects Containing a Power Consumption Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nArrastra\n\nAutomatic Loom\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectric Wall Lamp\n\nElectric Water Pump\n\nFroth Floatation Cell\n\nJaw Crusher\n\nLaboratory\n\nLaser\n\nLathe\n\nMechanical Water Pump\n\nMill\n\nModern Double Street Light\n\nModern Street Light\n\nPump Jack\n\nRefrigerator\n\nRobotic Assembly Line\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSpin Melter\n\nStamp Mill\n\nSteel Abstract Fixture\n\nSteel Ceiling Light\n\nSteel Floor Lamp\n\nSteel Hanging Fixture\n\nSteel Hanging Lamp\n\nSteel Kitchen Lamp\n\nSteel Square Fixture\n\nSteel Table Lamp\n\nStove\n\nStreetlamp\n\nWashing Machine\n\nWaste Filter\n\nWood Kitchen Lamp\n\nWooden Ceiling Light\n\nWooden Floor Lamp\n\nWooden Table Lamp\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Power Component is used to check the status of local power grid. It is also used to check the consumption of objects that require fuel to operate.'}, {'EcopediaHeader', 'Fuel'}, {'EcopediaSection', '\n\nObjects that consume fuel will can have fuel input here, and each may require different types of fuel to operate. The tooltips for the accepted fuel contain a list of specific items that can be used to fuel the object. Fuel can also be added from the Storage Component.\n\nWhile operating, an object consumes fuel every second, measured in Watts (W). Each type of fuel contains a different amount of potential energy, measured in Joules (J). For every 1 Watt needed per second, 1 Joule of energy is consumed. Fuel is not consumed while the object is inactive.\n\n  '}, {'EcopediaHeader', 'Energy Stats'}, {'EcopediaSection', '\n\nThere are two types of Power that can be used by an object, Electric and Mechanical. The power grid displays the type and availability of the needed power for this object. If there is not enough power supply to match the power demanded, objects will become inactive.\n\nPower generators that consume fuel become inactive if there are no nearby objects demanding power. There is no need to turn them on and off to conserve fuel.\n\n  '}, {'EcopediaSection', 'Objects Containing a Fuel Supply Component\n\nAshlar Basalt Fireplace\n\nAshlar Gneiss Fireplace\n\nAshlar Granite Fireplace\n\nAshlar Limestone Fireplace\n\nAshlar Sandstone Fireplace\n\nAshlar Shale Fireplace\n\nAshlar Stone Fireplace\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nBrazier\n\nBrick Fireplace\n\nCampfire\n\nCandle Stand\n\nCast Iron Stove\n\nCeiling Candle\n\nCement Kiln\n\nCombustion Generator\n\nCrane\n\nExcavator\n\nKiln\n\nMortared Granite Fireplace\n\nMortared Limestone Fireplace\n\nMortared Sandstone Fireplace\n\nMortared Stone Fireplace\n\nOil Refinery\n\nPowered Cart\n\nSkid Steer\n\nSteam Engine\n\nSteam Tractor\n\nSteam Truck\n\nStone Brazier\n\nTallow Candle\n\nTallow Lamp\n\nTallow Wall Lamp\n\nTorch Stand\n\nTruck\n\nWall Candle\n\n'}, {'EcopediaSection', 'Objects Containing a Power Generator Component\n\nCombustion Generator\n\nSolar Generator\n\nSteam Engine\n\nWaterwheel\n\nWind Turbine\n\nWindmill\n\n'}, {'EcopediaSection', 'Objects Containing a Power Grid Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nArrastra\n\nAutomatic Loom\n\nCombustion Generator\n\nComputer Lab\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectric Wall Lamp\n\nElectric Water Pump\n\nFroth Floatation Cell\n\nJaw Crusher\n\nLaboratory\n\nLaser\n\nLathe\n\nMechanical Water Pump\n\nMill\n\nModern Double Street Light\n\nModern Street Light\n\nPump Jack\n\nRefrigerator\n\nRobotic Assembly Line\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSolar Generator\n\nSpin Melter\n\nStamp Mill\n\nSteam Engine\n\nSteel Ceiling Light\n\nSteel Floor Lamp\n\nSteel Table Lamp\n\nStove\n\nStreetlamp\n\nTransmission Pole\n\nWashing Machine\n\nWaste Filter\n\nWaterwheel\n\nWind Turbine\n\nWindmill\n\nWooden Ceiling Light\n\nWooden Floor Lamp\n\nWooden Table Lamp\n\n'}, {'EcopediaSection', 'Objects Containing a Power Consumption Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nArrastra\n\nAutomatic Loom\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectric Wall Lamp\n\nElectric Water Pump\n\nFroth Floatation Cell\n\nJaw Crusher\n\nLaboratory\n\nLaser\n\nLathe\n\nMechanical Water Pump\n\nMill\n\nModern Double Street Light\n\nModern Street Light\n\nPump Jack\n\nRefrigerator\n\nRobotic Assembly Line\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSpin Melter\n\nStamp Mill\n\nSteel Ceiling Light\n\nSteel Floor Lamp\n\nSteel Table Lamp\n\nStove\n\nStreetlamp\n\nWashing Machine\n\nWaste Filter\n\nWooden Ceiling Light\n\nWooden Floor Lamp\n\nWooden Table Lamp\n\n'}},
         },
         },
         ['Power Generation'] = {
         ['Power Generation'] = {
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                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Research creates new shareable knowledge, unlocking new types of products and abilities.  It is conducted at a Research Table where you craft a skill book.  Once created, a skill book can be used to create an unlimited number of skill scrolls, which will unlock the specialty for a citizen that uses one.\n\nEach skill scroll is a one-time-use consumable that unlocks a new Specialty in whomever uses it, which must then be claimed with a level-up through the Skills system.  Gaining a new skill scroll also grants the citizen the benefit of a set of Property Claim Papers, which allows them to claim more land as they gain in skill.\n\n    \n\nSkill books are some of the most difficult items to create, and citizens will typically need to collaborate to acquire all the various resources and labor required to produce them.  As such, research projects are especially well-suited for Work Parties, as citizens can use them to share the work needed to create them along with the knowledge reward upon completion.\n\n  '}},
                     ['sectionsText'] = {{'EcopediaSection', 'Research creates new shareable knowledge, unlocking new types of products and abilities.  It is conducted at a Research Table where you craft a skill book.  Once created, a skill book can be used to create an unlimited number of skill scrolls, which will unlock the specialty for a citizen that uses one.\n\nEach skill scroll is a one-time-use consumable that unlocks a new Specialty in whomever uses it, which must then be claimed with a level-up through the Skills system.  Using a new skill scroll also grants the citizen the benefit of a set of Property Claim Papers, which allows them to claim more land as they gain in skill.\n\n    \n\nSkill books are some of the most difficult items to create, and citizens will typically need to collaborate to acquire all the various resources and labor required to produce them.  As such, research projects are especially well-suited for Work Parties, as citizens can use them to share the work needed to create them along with the knowledge reward upon completion.\n\n  '}},
         },
         },
         ['Research Papers'] = {
         ['Research Papers'] = {
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                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = {'LinkComponent'},
                     ['associatedTypes'] = {'LinkComponent'},
                     ['sectionsText'] = {{'EcopediaSection', 'The Storage Component is used to manage the inventory of storage containers and link them to objects that need storage.\n\n  '}, {'EcopediaHeader', 'Managing Storage'}, {'EcopediaSection', '\n\nInventory can be moved between containers by dragging stacks of items from one container to another.\n\nHolding down the \'Shift\' key while dragging items will move all stacks of the same item between containers. Right clicking a stack of items will allow a player to divide a stack into smaller quantities. Holding down ‘Ctrl’ when clicking a stack of items will split the stack in half.\n\nSome storage containers, like a Stockpile, can contain any type of item. Other storage containers, like a Storage Chest, can only contain non-carriable items.\n\n  '}, {'EcopediaHeader', 'Linking Storage Containers'}, {'EcopediaSection', '\n\nAn object can be linked to containers in the Storage Component by selecting the check box for the container. Once linked, the object gain access to all items in the containers and can use the container for storage. When linking storage containers, the topmost container in the Storage Component will be used first for storage.  The order can be changed by clicking and dragging the storage displays in the list. \n\n  '}, {'EcopediaSection', 'Objects Containing a Link Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nAdvanced Tailoring Table\n\nAnvil\n\nArrastra\n\nAshlar Basalt Fireplace\n\nAshlar Gneiss Fireplace\n\nAshlar Granite Fireplace\n\nAshlar Limestone Fireplace\n\nAshlar Sandstone Fireplace\n\nAshlar Shale Fireplace\n\nAshlar Stone Fireplace\n\nAssembly Line\n\nAutomatic Loom\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nBookshelf\n\nBrazier\n\nBrick Fireplace\n\nButchery Table\n\nCampfire\n\nCampsite\n\nCapitol\n\nCarpentry Table\n\nCast Iron Stove\n\nCement Kiln\n\nCombustion Generator\n\nComposite Lumber Dresser\n\nComputer Lab\n\nDistribution Station\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectronics Assembly\n\nFarmers Table\n\nFish Trap\n\nFishery\n\nFroth Floatation Cell\n\nHewn Dresser\n\nIcebox\n\nJaw Crusher\n\nKiln\n\nKitchen\n\nLaboratory\n\nLarge Lumber Stockpile\n\nLathe\n\nLoom\n\nLumber Stockpile\n\nMachinist Table\n\nMasonry Table\n\nMill\n\nMint\n\nMortared Granite Fireplace\n\nMortared Limestone Fireplace\n\nMortared Sandstone Fireplace\n\nMortared Stone Fireplace\n\nOil Refinery\n\nRound Pot\n\nSquare Pot\n\nPowered Storage Silo\n\nPump Jack\n\nRefrigerator\n\nResearch Table\n\nRobotic Assembly Line\n\nRocker Box\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nShelf Cabinet\n\nShipping Container Blue\n\nShipping Container Green\n\nShipping Container Red\n\nSmall Stockpile\n\nSpin Melter\n\nStamp Mill\n\nSteam Engine\n\nStockpile\n\nStone Brazier\n\nStorage Chest\n\nStorage Silo\n\nStore\n\nStove\n\nTailoring Table\n\nTallow Candle\n\nTallow Lamp\n\nTallow Wall Lamp\n\nTiny Stockpile\n\nTool Bench\n\nTorch Stand\n\nWainwright Table\n\nWaste Filter\n\nWorkbench\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'The Storage Component is used to manage the inventory of storage containers and link them to objects that need storage.\n\n  '}, {'EcopediaHeader', 'Managing Storage'}, {'EcopediaSection', '\n\nInventory can be moved between containers by dragging stacks of items from one container to another.\n\nHolding down the \'Shift\' key while dragging items will move all stacks of the same item between containers. Right clicking a stack of items will allow a player to divide a stack into smaller quantities. Holding down ‘Ctrl’ when clicking a stack of items will split the stack in half.\n\nSome storage containers, like a Stockpile, can contain any type of item. Other storage containers, like a Storage Chest, can only contain non-carriable items.\n\n  '}, {'EcopediaHeader', 'Linking Storage Containers'}, {'EcopediaSection', '\n\nAn object can be linked to containers in the Storage Component by selecting the check box for the container. Once linked, the object gain access to all items in the containers and can use the container for storage. When linking storage containers, the topmost container in the Storage Component will be used first for storage.  The order can be changed by clicking and dragging the storage displays in the list. \n\n  '}, {'EcopediaSection', 'Objects Containing a Link Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nAdvanced Tailoring Table\n\nAnvil\n\nArrastra\n\nAshlar Basalt Fireplace\n\nAshlar Gneiss Fireplace\n\nAshlar Granite Fireplace\n\nAshlar Limestone Fireplace\n\nAshlar Sandstone Fireplace\n\nAshlar Shale Fireplace\n\nAshlar Stone Fireplace\n\nAssembly Line\n\nAutomatic Loom\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nBookshelf\n\nBrazier\n\nBrick Fireplace\n\nButchery Table\n\nCampfire\n\nCampsite\n\nCapitol\n\nCarpentry Table\n\nCast Iron Stove\n\nCement Kiln\n\nCombustion Generator\n\nComputer Lab\n\nDistribution Station\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectronics Assembly\n\nFarmers Table\n\nFish Trap\n\nFishery\n\nFroth Floatation Cell\n\nIcebox\n\nJaw Crusher\n\nKiln\n\nKitchen\n\nLaboratory\n\nLarge Lumber Stockpile\n\nLathe\n\nLoom\n\nLumber Stockpile\n\nMachinist Table\n\nMasonry Table\n\nMill\n\nMint\n\nMortared Granite Fireplace\n\nMortared Limestone Fireplace\n\nMortared Sandstone Fireplace\n\nMortared Stone Fireplace\n\nOil Refinery\n\nRound Pot\n\nSquare Pot\n\nPump Jack\n\nRefrigerator\n\nResearch Table\n\nRobotic Assembly Line\n\nRocker Box\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nShelf Cabinet\n\nSmall Stockpile\n\nSpin Melter\n\nStamp Mill\n\nSteam Engine\n\nStockpile\n\nStone Brazier\n\nStorage Chest\n\nStorage Silo\n\nStore\n\nStove\n\nTailoring Table\n\nTallow Candle\n\nTallow Lamp\n\nTallow Wall Lamp\n\nTiny Stockpile\n\nTool Bench\n\nTorch Stand\n\nWainwright Table\n\nWaste Filter\n\nWorkbench\n\n'}},
         },
         },
         ['Store Component'] = {
         ['Store Component'] = {
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                     ['subpages'] = {},
                     ['subpages'] = {},
                     ['associatedTypes'] = nil,
                     ['associatedTypes'] = nil,
                     ['sectionsText'] = {{'EcopediaSection', 'Trade with your fellow citizens is essential in Eco, as each player has a set of Specialties that they can contribute to most effectively while trading with other citizens who are skilled in professions in which they are not. \n\n - Trades can be setup at a Store Component, listing buy/sell prices for the different goods you would like.  Citizens can then buy and sell goods to you asynchronously, without being present.\n\n - Trade of labor can happen through Contracts and Work Parties, allowing players to perform work for payment within agreed upon terms.  This can be performed asynchronously as well.\n\n - Trade of currencies can happen at a Currency Exchange, listing buy/sell prices for exchanges of different currencies.\n\n - Trade is facilitated by Transport and building transportation infrastructure between the burgeoning hubs of your civilization will greatly promote the ability to trade.\n\n - Trade is subject to Taxes, set by the Governmentgovernment overview, which can either promote or reduce the value of certain trades.\n\n'}},
                     ['sectionsText'] = {{'EcopediaSection', 'Trade with your fellow citizens is essential in Eco, as each player has a set of Specialties that they can contribute to most effectively while trading with other citizens who are skilled in professions in which they are not. \n\n - Trades can be setup at a Store Component, listing buy/sell prices for the different goods you would like.  Citizens can then buy and sell goods to you asynchronously, without being present.\n\n - Trade of labor can happen through Contracts and Work Parties, allowing players to perform work for payment within agreed upon terms.  This can be performed asynchronously as well.\n\n - Trade of currencies can happen at a Currency Exchange, listing buy/sell prices for exchanges of different currencies.\n\n - Trade is facilitated by Transport and building transportation infrastructure between the burgeoning hubs of your civilization will greatly promote the ability to trade.\n\n - Trade is subject to Taxes, set by the Government, which can either promote or reduce the value of certain trades.\n\n'}},
         },
         },
         ['Transport'] = {
         ['Transport'] = {

Revision as of 10:01, 16 January 2022

Documentation

DO NOT manually edit this page!

This module is a data file that is used to automate information throughout the Eco Wiki using various Lua Modules. If you would like to see more information generated on a data page request it on the Eco Contribution Wiki Discord server.


The Module:Ecopedia is currently used in:


-- Eco Version : 0.9.4.5 beta release-278
-- Export Language: English

return {
    ecopedia = {
        ['Advanced Upgrades'] = {
                    ['displayName'] = 'Advanced Upgrades',
                    ['displayNameUntranslated'] = 'Advanced Upgrades',
                    ['summary'] = nil,
                    ['subpages'] = {'Advanced Upgrade Lvl 1 Item', 'Advanced Upgrade Lvl 2 Item', 'Advanced Upgrade Lvl 3 Item', 'Advanced Upgrade Lvl 4 Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Animal'] = {
                    ['displayName'] = 'Animal',
                    ['displayNameUntranslated'] = 'Animal',
                    ['summary'] = nil,
                    ['subpages'] = {'Agouti Carcass Item', 'Alligator Carcass Item', 'Bass Item', 'Bighorn Carcass Item', 'Bison Carcass Item', 'Blue Shark Item', 'Clam Item', 'Cod Item', 'Coyote Carcass Item', 'Crab Carcass Item', 'Deer Carcass Item', 'Elk Carcass Item', 'Fox Carcass Item', 'Hare Carcass Item', 'Jaguar Carcass Item', 'Moon Jellyfish Item', 'Mountain Goat Carcass Item', 'Otter Carcass Item', 'Pacific Sardine Item', 'Prairie Dog Carcass Item', 'Salmon Item', 'Snapping Turtle Carcass Item', 'Trout Item', 'Tuna Item', 'Turkey Carcass Item', 'Urchin Item', 'Wolf Carcass Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Authorization Component'] = {
                    ['displayName'] = 'Authorization Component',
                    ['displayNameUntranslated'] = 'Authorization Component',
                    ['summary'] = 'Allows citizens to set the access rights of a given object.',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'StandaloneAuthComponent'},
                    ['sectionsText'] = {{'EcopediaSection', 'The Authorization Component allows specifying what permissions citizens have on the object.\n\n    '}, {'EcopediaSection', '\n\nThe Deed displayed here is simply a link to the deed of the Property which the object is on (or the deed associated with the Vehicle if it is one).\n\nAuthorized Consumers can be listed here, either as specific people, Titles, or Demographics.  Anyone listed can interact with the object without having full control.  A store, for example, will allow citizens with consumer rights to buy and sell there, but only citizens with full rights to the property may change what is for sale, or move the store itself.\n\nAll placed objects have authorization components.\n\n  '}},
        },
        ['Baking'] = {
                    ['displayName'] = 'Baking',
                    ['displayNameUntranslated'] = 'Baking',
                    ['summary'] = nil,
                    ['subpages'] = {'Baked Agave Item', 'Baked Beet Item', 'Baked Corn Item', 'Baked Heart Of Palm Item', 'Baked Meat Item', 'Baked Roast Item', 'Baked Taro Item', 'Baked Tomato Item', 'Bearclaw Item', 'Bread Item', 'Camas Bread Item', 'Camas Bulb Bake Item', 'Elk Wellington Item', 'Fantastic Forest Pizza Item', 'Flatbread Item', 'Fruit Muffin Item', 'Fruit Tart Item', 'Hearty Hometown Pizza Item', 'Huckleberry Pie Item', 'Leavened Dough Item', 'Macaroons Item', 'Meat Pie Item', 'Pastry Dough Item', 'Pirozhok Item', 'Sensuous Sea Pizza Item', 'Stuffed Turkey Item', 'Tasty Tropical Pizza Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Bank Accounts'] = {
                    ['displayName'] = 'Bank Accounts',
                    ['displayNameUntranslated'] = 'Bank Accounts',
                    ['summary'] = 'Bank accounts serve as a storage and separation of currency for various uses by various citizens and government entities.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['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'}},
        },
        ['Bank Component'] = {
                    ['displayName'] = 'Bank Component',
                    ['displayNameUntranslated'] = 'Bank Component',
                    ['summary'] = 'The Bank component is used to create and manage bank accounts',
                    ['subpages'] = {},
                    ['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.'}, {'EcopediaSection', 'Objects Containing a Bank\n\nBank\n\n'}},
        },
        ['Basic Upgrades'] = {
                    ['displayName'] = 'Basic Upgrades',
                    ['displayNameUntranslated'] = 'Basic Upgrades',
                    ['summary'] = nil,
                    ['subpages'] = {'Basic Upgrade Lvl 1 Item', 'Basic Upgrade Lvl 2 Item', 'Basic Upgrade Lvl 3 Item', 'Basic Upgrade Lvl 4 Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Bed Component'] = {
                    ['displayName'] = 'Bed Component',
                    ['displayNameUntranslated'] = 'Bed Component',
                    ['summary'] = 'Allows sleeping in single-player servers or servers where sleep is enabled.',
                    ['subpages'] = {},
                    ['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.)'}, {'EcopediaSection', 'Objects Containing a Bed\n\nCampsite\n\nWooden Fabric Bed\n\nWooden Straw Bed\n\n'}},
        },
        ['Beds'] = {
                    ['displayName'] = 'Beds',
                    ['displayNameUntranslated'] = 'Beds',
                    ['summary'] = nil,
                    ['subpages'] = {'Wooden Fabric Bed Item', 'Wooden Straw Bed Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Biomes'] = {
                    ['displayName'] = 'Biomes',
                    ['displayNameUntranslated'] = 'Biomes',
                    ['summary'] = 'The living system of plants and animals which provides the means for humans to survive.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nThe huge diversity and richness of life across the planet can be broadly categorized into areas called biomes. Biomes in Eco are regions of the world that fall into particular ranges of precipitation and temperature. Because of these simulated physical differences, different species of microorganisms, plants, fungi, and animals are able to survive and thrive in different biomes. Each biome in Eco hosts a unique set of resources for players to discover and extract in order to build and fuel their societies. Communities of life within each biome have interdependent relationships usually tied to habitat, diet, and soil which in turn arise because of the climate and earth resources present. \n\n  \n\nBiomes are ecosystems within the global ecosystem, and within biomes there are sometimes further divisions or ‘sub-biomes’, such as the high desert, tallgrass prairie grasslands, glacial ice in the tundra, or marine coasts. Biomes and sub-biomes are contiguous units, many of which have restrictions about which biomes they can reside next to or within. Over time, as conditions change due to player influence biomes have the potential to be radically reshaped. \n\nClimate change may shift the boundaries of biomes, displacing communities-- some species will survive and adapt, but others will not be so resilient. Direct displacement of soil and other habitat destruction from activities like construction, farming, mining, and logging will also have an impact on species within biomes to differing degrees. Species of plants or animals might not only prefer particular biomes, but particular parts of sub-biomes, which will mean a greater impact if those highly localized areas are altered or destroyed. Resilient and adaptive species will be able to thrive across biome boundaries as they are altered, but those same species may become a threat to more sensitive plants or animals in the new biomes they are introduced to.\n\n '}, {'EcopediaHeader', 'Biomes in Eco:'}, {'EcopediaSection', 'Ocean : The parts of the ocean on the continental shelves, abundant with life.\n\nDeep Ocean : The deepest parts of the ocean, bearing the largest marine species and migrating populations of fish.\n\nCold Coast : Beaches and shallow waters in colder climates.\n\nWarm Coast : Beaches and shallow waters in warmer climates.\n\nWetlands : A unique biome characterized by a saturation of the soil with fresh or brackish water.\n\nGrasslands : A biome where there is enough water to support grasses but not many trees.\n\nDesert : The dryest biome, and in Eco currently the hottest as well.\n\nCold Forest : A biome wet enough to support dense tree cover, and cold enough that conniferous trees tend to dominate.\n\nWarm Forest : A biome wet enough to support dense tree cover, and warm enough that broadleaf trees tend to dominate.\n\nRainforest : A wet and warm biome that supports a forest abundant with plant and animal life.\n\nTaiga : A cold and somewhat dry biome that supports a sparse forest of conniferous trees.\n\nTundra : A very cold biome that cannot support trees but is host to a unique plant and animal community.\n\nIce : The coldest areas of the land, covered by glacial ice. \n\nThere are also a few sub-biomes in Eco currently:\n\nHigh Desert : A geologically uplifted part of the desert with species more tolerant to cold and that enjoy the steep cliffs caused by erosion.\n\nCold Steppe : A slightly colder grassland, often characterized by even fewer trees and larger open spaces.  \n\n  '}},
        },
        ['Birds'] = {
                    ['displayName'] = 'Birds',
                    ['displayNameUntranslated'] = 'Birds',
                    ['summary'] = nil,
                    ['subpages'] = {'Turkey Species'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Blocks'] = {
                    ['displayName'] = 'Blocks',
                    ['displayNameUntranslated'] = 'Blocks',
                    ['summary'] = nil,
                    ['subpages'] = {'Dirt Item', 'Sand Item', 'Clay Item', 'Water Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Building'] = {
                    ['displayName'] = 'Building',
                    ['displayNameUntranslated'] = 'Building',
                    ['summary'] = 'Using a hammer or a crane, citizens can create buildings for homes and industry.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'After collecting some basic raw materials, building is one of the first things a citizen will do to establish themselves in the world.\n\n  \n\n  '}, {'EcopediaHeader', 'Buildings in Eco'}, {'EcopediaSection', '\n\nBuildings are divided up into Rooms and serve a variety of purposes.\n\nSome of these uses include:\n\n- Making a home filled with furniture to gain bonus Experience from housing\n\n- Providing a space for Crafting stations to function\n\n- Housing the various Civic Objects neccesary to establish a government\n\n'}, {'EcopediaHeader', 'Creating Buildings'}, {'EcopediaSection', 'When carrying a building material, the hammer is able to switch between different block shapes and building patterns.\n\nCitizens build their first homes using a Stone Hammer, but as technology progresses increasingly better building tools become available that consume less calorie when used.\n\nLarge-scale construction projects can be quickly completed with the use of a Crane, but at the cost of creating Pollution.\n\n  '}},
        },
        ['Building Materials'] = {
                    ['displayName'] = 'Building Materials',
                    ['displayNameUntranslated'] = 'Building Materials',
                    ['summary'] = nil,
                    ['subpages'] = {'Ashlar Basalt Item', 'Ashlar Gneiss Item', 'Ashlar Granite Item', 'Ashlar Limestone Item', 'Ashlar Sandstone Item', 'Ashlar Shale Item', 'Brick Item', 'Composite Birch Lumber Item', 'Composite Cedar Lumber Item', 'Composite Ceiba Lumber Item', 'Composite Fir Lumber Item', 'Composite Joshua Lumber Item', 'Composite Lumber Item', 'Composite Oak Lumber Item', 'Composite Palm Lumber Item', 'Composite Redwood Lumber Item', 'Composite Saguaro Lumber Item', 'Composite Spruce Lumber Item', 'Corrugated Steel Item', 'Cotton Carpet Item', 'Flat Steel Item', 'Framed Glass Item', 'Glass Item', 'Hardwood Hewn Log Item', 'Hardwood Lumber Item', 'Hewn Log Item', 'Lumber Item', 'Mortared Granite Item', 'Mortared Limestone Item', 'Mortared Sandstone Item', 'Mortared Stone Item', 'Nylon Carpet Item', 'Reinforced Concrete Item', 'Softwood Hewn Log Item', 'Softwood Lumber Item', 'Wool Carpet Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Byproducts'] = {
                    ['displayName'] = 'Byproducts',
                    ['displayNameUntranslated'] = 'Byproducts',
                    ['summary'] = nil,
                    ['subpages'] = {'Garbage Item', 'Compost Item', 'Sewage Item', 'Tailings Item', 'Wet Tailings Item', 'Slag Item', 'Tree Debris Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Campfire'] = {
                    ['displayName'] = 'Campfire',
                    ['displayNameUntranslated'] = 'Campfire',
                    ['summary'] = nil,
                    ['subpages'] = {'Bannock Item', 'Beet Campfire Salad Item', 'Campfire Roast Item', 'Fern Campfire Salad Item', 'Field Campfire Stew Item', 'Fried Camas Item', 'Fried Fiddleheads Item', 'Fried Hearts Of Palm Item', 'Fried Taro Item', 'Fried Tomatoes Item', 'Jungle Campfire Salad Item', 'Jungle Campfire Stew Item', 'Meaty Stew Item', 'Root Campfire Salad Item', 'Root Campfire Stew Item', 'Topped Porridge Item', 'Wild Stew Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Carpenter'] = {
                    ['displayName'] = 'Carpenter',
                    ['displayNameUntranslated'] = 'Carpenter',
                    ['summary'] = 'Carpenters are specialist at working with wood.',
                    ['subpages'] = {'Carpentry Skill', 'Composites Skill', 'Logging Skill', 'Paper Milling Skill'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Carpenters are specialist at working with wood.\n\n  - Logging allows citizens to chop trees faster while expending less calories. In addition, this specialty is used to produce Hewn Log which are the primary building material for the carpentry profession.\n\n  - Carpentry allows citizens to produce wooden furniture and Boards. By using a Sawmill, citizens with this specialty can produce Lumber and higher quality furniture.\n\n  - Composites allows citizens to use advanced technology to produce the finest quality wood building material.\n\n  - Paper Milling allows citizens to refine wood pulp into Paper. Paper is used for some specialty furniture.\n\n	'}},
        },
        ['Charred Food'] = {
                    ['displayName'] = 'Charred Food',
                    ['displayNameUntranslated'] = 'Charred Food',
                    ['summary'] = nil,
                    ['subpages'] = {'Boiled Grains Item', 'Charred Agave Item', 'Charred Beans Item', 'Charred Beet Item', 'Charred Cactus Fruit Item', 'Charred Camas Bulb Item', 'Charred Corn Item', 'Charred Fireweed Shoots Item', 'Charred Fish Item', 'Charred Heart Of Palm Item', 'Charred Meat Item', 'Charred Mushrooms Item', 'Charred Papaya Item', 'Charred Pineapple Item', 'Charred Sausage Item', 'Charred Taro Item', 'Charred Tomato Item', 'Wilted Fiddleheads Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Chef'] = {
                    ['displayName'] = 'Chef',
                    ['displayNameUntranslated'] = 'Chef',
                    ['summary'] = 'Chefs cook high quality food that enables citizens to gain experience faster.',
                    ['subpages'] = {'Advanced Baking Skill', 'Advanced Cooking Skill', 'Baking Skill', 'Campfire Cooking Skill', 'Cooking Skill', 'Cutting Edge Cooking Skill'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Chefs cook high quality food that enables citizens to gain experience faster. Using the raw food produced by farmers and hunters, chefs create food that is high in nutrients. As technology advances, the chef specialties cook progressively higher quality food.\n\n  \n\n  - Campfire Cooking is the entry level Chef specialty that uses a Campfire to prepare better meals than the basic charred food produced by non-chefs.\n\n  - Cooking is the second step in the Chef profession that uses a Cast Iron Stove to produce higher quality meals.\n\n  - Baking is an alternative to Cooking that uses Flour to produce baked goods.\n\n  - Advanced Cooking is a high-level Chef profession that produces the highest tier of food.\n\n  - Advanced Baking is an alternative to Advanced Cooking that uses Yeast to produce high quality baked goods with Leavened Dough.\n\n  '}},
        },
        ['Choosing a Profession'] = {
                    ['displayName'] = 'Choosing a Profession',
                    ['displayNameUntranslated'] = 'Choosing a Profession',
                    ['summary'] = 'A world with a range of professions can trade for mutual benefits.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\n    Once you\'ve covered your basic needs, it\'s time to think about how you want to contribute to the joint project of society, and your profession is how you do that.\n\n  '}, {'EcopediaSection', '\n\nEach profession has a number of Specialties beneath it which will unlock special abilities. Because citizens can only have a limited number of specialties, a good approach is to take different specialties and then Trade between each other.  In the skills window, you can see how many citizens have chosen each profession and look for the most-needed skills, choosing those to focus on.\n\n  '}, {'EcopediaSection', '\n\n    Check out the Profession Overview for a tour of the different options.\n\n  '}, {'EcopediaSection', '(Note: the skills dialog is hidden until later in the tutorial.  It can be made visible by completing the tutorial or skipping it.)\n\n '}},
        },
        ['Civic Action Component'] = {
                    ['displayName'] = 'Civic Action Component',
                    ['displayNameUntranslated'] = 'Civic Action Component',
                    ['summary'] = 'Allows citizens to participate in elections and perform executive actions.',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'PerformCivicActionComponent'},
                    ['sectionsText'] = {{'EcopediaSection', '\n\nThe Civic Action Component allows citizens to participate in Elections, perform Executive Actions, and resign from office, depending on which object is being used.\n\n'}, {'EcopediaHeader', 'Participating in Elections'}, {'EcopediaSection', '\n\nWhen using the Civic Action Component at a Ballot Box, citizens can run for Elected Titles and participate in elections. \n\nBy pressing the Vote button, players are redirected to the web interface where they can see all running Elections, discuss them with their fellow citizens, provide evidence for their arguments with Data, and vote.  \n\nCitizens who have been granted Veto power in the current Election Process can instantly overturn an election.\n\nTo run for elected titles, first an eligible citizen must use the Start Election action. Once an election has started, eligible citizens can select Enter Election to join the race and give a campaign speech. Candidates can opt to Withdraw from Election at any time using the option available on a Ballot Box.\n\n'}, {'EcopediaHeader', 'Performing Executive Actions'}, {'EcopediaSection', '\n\nUsing the Civic Action Component at an Executive Office allows an elected title to perform one-time executive actions that affect a set of citizens.\n\nThe Citizen Conditions dictate which citizens the executive action applies to, and multiple conditions can be set for a citizen to quality. To perform an action for all citizens, use the Demographic ‘Everyone’ as the citizen condition.\n\nThe Action on Each Citizen will take effect as soon as the executive action is approved. Multiple actions can be performed at once for each citizen who meets the conditions.\n\n'}, {'EcopediaHeader', 'Government Office Actions'}, {'EcopediaSection', '\n\nAt the Government Office, the Civic Action Component allows elected titles to resign or remove other elected titles from office.\n\nThe Resign from Office action allows any elected official to step down from their position. If a Successor title was assigned to the Elected Title when it was created, a new official will be randomly selected from all citizens holding that title; otherwise the Elected Title becomes vacant.\n\nThe Remove Official from Office action allows citizens who have be given the authority the remove elected titles from office. The same rules for finding a successor apply as if the official resigned.\n\n'}, {'EcopediaSection', 'Objects Containing a Perform Civic Action Component\n\nBallot Box\n\nExecutive Office\n\nGovernment Office\n\n'}},
        },
        ['Civic Articles'] = {
                    ['displayName'] = 'Civic Articles',
                    ['displayNameUntranslated'] = 'Civic Articles',
                    ['summary'] = 'A set of rules about how the government works.',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'CivicArticle'},
                    ['sectionsText'] = {{'EcopediaSection', 'Consitutional Articles define how things happen in the government: who can pass laws, set taxes, change the rules, etc.  It can also define certain actions as needing an election, by specifying an Election Process inside them.  \n\nConstitutional Articles can be added in two places.  On a Capitol, you can add up to three, and on Amendments you can add up to another 10 more per item.\n\nDefining the rules of the government is very important for keeping it a stable, society-supporting structure.  Governments can be granted a great deal of power over the world with laws, and there\'s a danger of this power being abused.  By setting a system of checks and balances, citizens can design a government that can undergo a number of changes, including changes of leadership, while maintaining the power to effect positive changes in the world.\n\n'}},
        },
        ['Civic Duties'] = {
                    ['displayName'] = 'Civic Duties',
                    ['displayNameUntranslated'] = 'Civic Duties',
                    ['summary'] = 'Your civic duties are the many different ways you can interact with the government.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\n    The Government of Eco is run by individual citizens, and the quality of governance is fully dependent on how those citizens participate.\n\n    There are a number of ways to participate in the running of the government, including:\n\n    - Founding the government by creating a Capitol and Constitution.\n\n    - Defining civics objects including Districts, Demographics, Elected Titles, Election Processes, and Amendments.\n\n    - Running as a candidate for an Elected Title, giving special powers assigned to it by the constitution.\n\n    - Enacting Laws after attaining the privilege to (defined in the constitution).\n\n    - Enacting Executive Actions, with privileges also defined in the constitution.\n\n    - Voting in Elections for Elected Titles and other civic actions.\n\n    - Debating laws with the use of Data, presenting arguments to your fellow citizens arguing for one choice over another.\n\n  '}, {'EcopediaSection', '\n\n    Each of these options are available at a variety of locations which must be constructed by citizens. The current government can be viewed by selecting the Government icon in the action bar and hovering over each section will specify where the civic object is defined.\n\n  '}},
        },
        ['Civic Object Component'] = {
                    ['displayName'] = 'Civic Object Component',
                    ['displayNameUntranslated'] = 'Civic Object Component',
                    ['summary'] = 'The Civic Object Component allows citizens to propose, amend, and repeal civic objects.',
                    ['subpages'] = {},
                    ['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  '}, {'EcopediaSection', 'Objects Containing a Civic Object Component\n\nAmendments\n\nBoard Of Elections\n\nCensus Bureau\n\nCourt\n\nGovernment Office\n\nImmigration Desk Item\n\nZoning Office\n\n'}},
        },
        ['Clothing'] = {
                    ['displayName'] = 'Clothing',
                    ['displayNameUntranslated'] = 'Clothing',
                    ['summary'] = nil,
                    ['subpages'] = {'Bandana Item', 'Basic Backpack Item', 'Bearpack Item', 'Big Backpack Item', 'Builder Boots Item', 'Builder Gloves Item', 'Builder Helmet Item', 'Builder Overalls Item', 'Builder Shirt Item', 'Camo Pants Item', 'Camo Shirt Item', 'Capris Item', 'Chef Hat Item', 'Chef Pants Item', 'Chef Shirt Item', 'Chef Shoes Item', 'Cloth Belt Item', 'Cloth Cape Item', 'Derpy Hat Item', 'Explorer Belt Item', 'Explorer Boots Item', 'Explorer Gloves Item', 'Explorer Hat Item', 'Explorer Pants Item', 'Explorer Shirt Item', 'Farmer Boots Item', 'Farmer Gloves Item', 'Farmer Hat Item', 'Farmer Overalls Item', 'Farmer Shirt Item', 'Garden Boots Item', 'Gigot Sleeve Shirt Item', 'Henley Item', 'Light Backpack Item', 'Low Top Shoes Item', 'Running Shoes Item', 'Shorts Item', 'Smith Apron Item', 'Smith Bandana Item', 'Smith Boots Item', 'Smith Gloves Item', 'Smith Pants Item', 'Square Belt Item', 'Tailor Bowler Hat Item', 'Tailor Pants Item', 'Tailor Shirt Item', 'Tailor Shoes Item', 'Tall Boots Item', 'Trousers Item', 'Work Backpack Item', 'Work Boots Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Community'] = {
                    ['displayName'] = 'Community',
                    ['displayNameUntranslated'] = 'Community',
                    ['summary'] = nil,
                    ['subpages'] = {'Distribution Station Item', 'Construction Post Item', 'Stop Sign Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Constitution'] = {
                    ['displayName'] = 'Constitution',
                    ['displayNameUntranslated'] = 'Constitution',
                    ['summary'] = 'The founding document for a government.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'A constitution is a founding document defining how a society will be governed.  A constitution must be created before any other government object. They are created at a Capitol.\n\n \n\nRatifying a Constitution\n\nOnce a capitol is placed, a constitution can be proposed by opening it and clicking Create Ratification Election Draft. You can add additional provisions (Titles, Election Processes, etc.) to the election before starting voting. These provisions can be then be referenced in the constitution draft.\n\nOverthrowing Governments\n\nIf there is already a constitution active, a new constitution can be proposed to take its place if the housing value of the new capitol room exceeds that of the existing capitol by a significant amount, depending on the server settings.\n\n \n\nNote: A forthcoming update of Eco will allow multiple concurrent governments.'}},
        },
        ['Contract Board Component'] = {
                    ['displayName'] = 'Contract Board Component',
                    ['displayNameUntranslated'] = 'Contract Board Component',
                    ['summary'] = 'The Contract Board Component allows citizens to post or accept contracts and work party offers',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'ContractBoardComponent'},
                    ['sectionsText'] = {{'EcopediaSection', 'The Contract Board Component allows citizens to post and accepts Contracts and Work Parties, allowing enforced labor and other agreements between citizens.'}, {'EcopediaHeader', 'Setting Up a Contract'}, {'EcopediaSection', '\n\nWhen posting a contract, it may have as many or as few clauses as desired, and each clause can be configured to describe the job requested.  Each clause must be satisfied before the contract is considered complete.\n\nWhen \'Auto-Accept\' is checked, completion of contracts is auto-detected by the system.  For example, if a contract is set to build a road between two points, the contractor performing the work can open the contract in their side menu and press \'Job Finished\', which will trigger a detection if the job is indeed complete. If so, the contract will be paid out according to the agreement and automatically closed.\n\nThe \'Custom Clause\' is a special clause that allows players to describe in words what they would like done. If a contract contains such a clause, it must be manually approved by the client (auto-accept may not be checked), since auto-detection can\'t determine when it\'s finished.\n\n  \n\nWhen auto-detection is unchecked, the contractor will click \'Job Finished\' when they believe the job is done, and the contractor will then either accept or reject the completion.  Contracts without auto-accept require more trust between citizens, as there is no guarantee the contractor will honestly accept a completed job.  Citizens are advised to use Reputation as a means of determining trust in these situations.\n\nContracts have a set time length they must be completed within, determined when posting the contract. In addition, contracts can be set to repeat for reoccurring jobs - when this is enabled, each time a contract is accepted the repetition counter will reduce by one.\n\nAny payment offered for a contract will be held in a special Escrow Bank Account while the contract is active.  If the contract completes successfully, that payment will be transferred to the contractor, and if it fails it will be refunded to the client.  A deposit can also be collected by the contractor, which will be held in escrow and refunded to the contractor upon successful completion, or given to the client upon failure.\n\n  '}, {'EcopediaHeader', 'Work Parties'}, {'EcopediaSection', '\n\nWork Parties can also be posted on a Contract Board, allowing the creation of tasks that can be completed by multiple other citizens, as opposed to contracts which are an agreement between two parties only. Before posting a work party, a citizen must start a work order on a crafting table they own.\n\nAfter posting a work party, Laborers can join the project at the Contract Board. By default anyone can join the work party as a laborer, but requirements can be set for individual roles or general requirements for anyone to join. When \'Expand Roles When Full\' is checked, space for new laborers to join is created automatically when all roles are filled.\n\nWhen setting the Work desired, the poster of the work party can decide to hire for labor, resources, or both. Any citizen who contributes to the work party will recieve a share of the payment based on the amount of work they provided. By assigning additional Weight to a particular job in a work party, that job will recieve a higher share of the payment.\n\n'}, {'EcopediaSection', '\n\nThere are a variety of Payment options for a work party, and multiple payment options can be offered for the same work party.\n\n- When offering Currency as a payment, there is an option to \'Pay as you Go\' which will pay out laborers as they contribute instead of paying a lump sum when the contract is finished.\n\n- When offering Reputation as a payment, it will be split by all citizens who contributed when the work party is finished.\n\n- When offering Research as a payment, all citizens who contribute the required amount will instantly discover the technology when the work party is finished. Research can be offered as payment only when the work party is creating a research book or if the citizen offering the work party has the research book in their inventory when posting the work party.\n\n- When granting a Title as a payment, the citizen posting the contract must be a title manager for the title being offered. All citizens who contribute the minimum amount will be granted the new title. The Access Type determines if they will become a title manager or title user.\n\n'}, {'EcopediaSection', 'Objects Containing a Contract Board Component\n\nContract Board\n\n'}},
        },
        ['Contracts'] = {
                    ['displayName'] = 'Contracts',
                    ['displayNameUntranslated'] = 'Contracts',
                    ['summary'] = 'Contracts maintain an agreement between two citizens.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['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  '}},
        },
        ['Cooking'] = {
                    ['displayName'] = 'Cooking',
                    ['displayNameUntranslated'] = 'Cooking',
                    ['summary'] = nil,
                    ['subpages'] = {'Agouti Enchiladas Item', 'Autumn Stew Item', 'Banh Xeo Item', 'Basic Salad Item', 'Bear SUPREMEItem', 'Bison Chow Fun Item', 'Boiled Rice Item', 'Boiled Sausage Item', 'Clam Chowder Item', 'Corn Fritters Item', 'Crimson Salad Item', 'Crispy Bacon Item', 'Elk Taco Item', 'Fish NChips Item', 'Fried Hare Haunches Item', 'Fruit Salad Item', 'Hosomaki Item', 'Huckleberry Fritter Item', 'Kelpy Crab Roll Item', 'Loaded Taro Fries Item', 'Millionaires Salad Item', 'Mochi Item', 'Phad Thai Item', 'Pineapple Friend Rice Item', 'Poke Bowl Item', 'Pupusas Item', 'Roast Pumpkin Item', 'Seared Meat Item', 'Seeded Camas Roll Item', 'Shark Fillet Soup Item', 'Simmered Meat Item', 'Smooth Gut Noodle Roll Item', 'Spiky Roll Item', 'Sweet Salad Item', 'Taro Fries Item', 'Tortilla Item', 'Vegetable Medley Item', 'Vegetable Soup Item', 'Wild Mix Item', 'Worldly Donut Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Craft Tables'] = {
                    ['displayName'] = 'Craft Tables',
                    ['displayNameUntranslated'] = 'Craft Tables',
                    ['summary'] = nil,
                    ['subpages'] = {'Workbench Item', 'Pump Jack Item', 'Advanced Carpentry Table Item', 'Advanced Masonry Table Item', 'Advanced Tailoring Table Item', 'Anvil Item', 'Arrastra Item', 'Assembly Line Item', 'Automatic Loom Item', 'Blast Furnace Item', 'Bloomery Item', 'Campfire Item', 'Campsite Item', 'Carpentry Table Item', 'Cement Kiln Item', 'Electric Lathe Item', 'Electric Machinist Table Item', 'Electric Planer Item', 'Electric Stamping Press Item', 'Electronics Assembly Item', 'Farmers Table Item', 'Fishery Item', 'Froth Floatation Cell Item', 'Jaw Crusher Item', 'Kiln Item', 'Lathe Item', 'Loom Item', 'Machinist Table Item', 'Masonry Table Item', 'Oil Refinery Item', 'Robotic Assembly Line Item', 'Rocker Box Item', 'Rolling Mill Item', 'Sawmill Item', 'Screening Machine Item', 'Screw Press Item', 'Sensor Based Belt Sorter Item', 'Shaper Item', 'Spin Melter Item', 'Stamp Mill Item', 'Tailoring Table Item', 'Tool Bench Item', 'Wainwright Table Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Crafting'] = {
                    ['displayName'] = 'Crafting',
                    ['displayNameUntranslated'] = 'Crafting',
                    ['summary'] = 'Crafting is the creation of products by citizens at specific tables.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nCrafting is the creation of new products from ingredients, labor, and/or power.  Crafting may also create byproducts that cause pollution and negatively affec the environemnt.  It forms the backbone of the economy, generating demand for resources which come from the ecosystem around them, as well as demand for individual skilled labor and shared services like Power or Sewage.\n\nAny table which has a Crafting Component can create products defined in a list. Crafting tables can be shared, each having configurable Authorization Component that determines who may access them, and fees can be set in the Credit Component on the table to earn money from sharing your table.\n\nThe inputs and outputs can either be taken directly from the crafting table, or placed in an attached Storage Component.  Placing ingredients and products in storage allows citizens to queue up large orders that run automatically. \n\nMany recipes require labor of a specific Skill.  While any citizen can start a crafting recipe or contribute ingredients, only a citizen with the required skills may add labor to it.  To form a group and have many citizens contribute to a work order while sharing in payment, Work Parties may be created.\n\n  '}},
        },
        ['Crafting Component'] = {
                    ['displayName'] = 'Crafting Component',
                    ['displayNameUntranslated'] = 'Crafting Component',
                    ['summary'] = 'The Crafting Component is used to craft items and add labor to projects.',
                    ['subpages'] = {},
                    ['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  '}, {'EcopediaSection', 'Objects Containing a Crafting Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nAdvanced Tailoring Table\n\nAnvil\n\nArrastra\n\nAssembly Line\n\nAutomatic Loom\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nButchery Table\n\nCampfire\n\nCampsite\n\nCapitol\n\nCarpentry Table\n\nCast Iron Stove\n\nCement Kiln\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectronics Assembly\n\nFarmers Table\n\nFishery\n\nFroth Floatation Cell\n\nJaw Crusher\n\nKiln\n\nKitchen\n\nLaboratory\n\nLathe\n\nLoom\n\nMachinist Table\n\nMasonry Table\n\nMill\n\nOil Refinery\n\nPump Jack\n\nResearch Table\n\nRobotic Assembly Line\n\nRocker Box\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSpin Melter\n\nStamp Mill\n\nStove\n\nTailoring Table\n\nTool Bench\n\nWainwright Table\n\nWorkbench\n\n'}},
        },
        ['Credit Component'] = {
                    ['displayName'] = 'Credit Component',
                    ['displayNameUntranslated'] = 'Credit Component',
                    ['summary'] = 'The Credit Component allows citizens to set the bank account and currency for transactions on an object.',
                    ['subpages'] = {},
                    ['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  '}, {'EcopediaSection', 'Objects Containing a Credit Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nAdvanced Tailoring Table\n\nAnvil\n\nArrastra\n\nAssembly Line\n\nAutomatic Loom\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nButchery Table\n\nCampfire\n\nCampsite\n\nCapitol\n\nCarpentry Table\n\nCast Iron Stove\n\nCement Kiln\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectronics Assembly\n\nFarmers Table\n\nFishery\n\nFroth Floatation Cell\n\nJaw Crusher\n\nKiln\n\nKitchen\n\nLaboratory\n\nLathe\n\nLoom\n\nMachinist Table\n\nMasonry Table\n\nMill\n\nOil Refinery\n\nPump Jack\n\nResearch Table\n\nRobotic Assembly Line\n\nRocker Box\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSpin Melter\n\nStamp Mill\n\nStore\n\nStove\n\nTailoring Table\n\nTool Bench\n\nWainwright Table\n\nWorkbench\n\n'}},
        },
        ['Currencies'] = {
                    ['displayName'] = 'Currencies',
                    ['displayNameUntranslated'] = 'Currencies',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Currency'] = {
                    ['displayName'] = 'Currency',
                    ['displayNameUntranslated'] = 'Currency',
                    ['summary'] = 'Currency is a societal construct that makes trade easier.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Currencies are a means of facilitating trade, as a representation of value. Their value is entirely determined by how they’re used.\n\nThere are two types of currencies in Eco, backed and unbacked.\n\n  \n\nAn unbacked currency is currency by fiat, and every player starts with their own personal currency with an infinite amount. These are especially useful early game when there is no global currency designated.  However, these currencies require a lot of trust that the owner of them does not manipulate their value, as they have an unlimited amount and can easily destabilize an economy that uses them.\n\n  \n\nBacked currencies are much more stable. A backed currency is created at a Mint by converting a currency supporting material into coins.  More currency can only be created by acquiring more of the given material.  This provides a much stronger limit on the amounts of currency that can be introduced into the world and forms a stronger foundation for global trade.  Often, a world will choose to move from a collection of personal currencies to one or more backed currencies as the economy grows through the arc of the game, and more global trade and collaboration is required.\n\n  \n\nCurrencies can be transferred to others in the Economy Viewer, as well as through Trade.  All currency is stored in a Bank Account.\n\n'}},
        },
        ['Current Citizens'] = {
                    ['displayName'] = 'Current Citizens',
                    ['displayNameUntranslated'] = 'Current Citizens',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Current Government'] = {
                    ['displayName'] = 'Current Government',
                    ['displayNameUntranslated'] = 'Current Government',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Data'] = {
                    ['displayName'] = 'Data',
                    ['displayNameUntranslated'] = 'Data',
                    ['summary'] = 'Data on the ecosystem and economy can provide valuable insights into the actions of society and help guide future decisions.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaHeader', 'Graphs'}, {'EcopediaSection', '\n\nEach Eco world stores every action in the game and monitors the progress of every aspect of the simulation. Data is stored in a few major categories, specifically the ecosystem and the economy. As players perform actions or as the ecosystem changes, it will be represented on graphs visible to citizens.\n\nGraphs are most useful for comparing the states of various metrics and viewing them overtime. As such, they’re especially useful for determining the results of laws and regulations in retrospect, by studying how things changed after they were implemented.  They are also useful for extrapolating into future effects, projecting the rate at which things are changing (i.e., population dropping as a result of deforestation) and making changes before they occur. Reading, composing, and understanding graphs is a very powerful tool for the government, and citizens are given the tools to craft graphs that support or refute arguments and present them to their fellow citizens directly on discussions for civic actions.\n\n'}, {'EcopediaHeader', 'Heatmaps'}, {'EcopediaSection', '\n\nEco worlds are varied places, with many different biomes and locations of human development and environmental impact. To view how different parts of the world vary, heatmaps are available for all the various world effects in the game.  Such values as citizen activity, population rates, pollution rates, temperature, moisture, and dozens more can be viewed through heatmaps, with changes recorded over time that can be played back and used for scientific argumentation.\n\nPlayers can view these in two ways: through the minimap in game, which can also display colored terrain in the game.   Secondly, they can be viewed in the web browser, where their ability to play back over time is taken advantage of. A snapshot of each heatmap is stored in the server data every 10 minutes (configurable), and citizens can view time lapse views of how the heat maps change over time.  This is essential to measuring impacts in specific locations and determining the best routes to build infrastructures and news settlements.\n\n'}, {'EcopediaHeader', 'Mini-Map'}, {'EcopediaSection', '\n\nThe minimap is a powerful tool within the game that serves many purposes: navigation, planning, data viewing, property locating, and many more. It can be enabled to view the various world layers of the game (heatmaps), highlighting regions that are high/low in population, pollution, citizen activity, etc using a gradient of colors.  World markers can be added manually, or globally for all citizens, to direct to specific points, aiding the coordination of human activity. These markers are also used to direct citizens automatically to dynamic work, specifying where roads should be built in a contract, where to deliver goods for transport, and so on.\n\nCurrently we’re working on adding in-game designation of property and districts, as well as specifying specific land areas for work parties and contracts, allowing for example citizens to highlight in-game the areas they wish to hire others to plow a field, or build a road, etc. This will greatly open up the ability for the labor market, letting citizens be much more specific in an easier way when designating where they would like work performed.\n\n'}},
        },
        ['Decoration'] = {
                    ['displayName'] = 'Decoration',
                    ['displayNameUntranslated'] = 'Decoration',
                    ['summary'] = nil,
                    ['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,
                    ['sectionsText'] = {},
        },
        ['Deed Sales Component'] = {
                    ['displayName'] = 'Deed Sales Component',
                    ['displayNameUntranslated'] = 'Deed Sales Component',
                    ['summary'] = 'The Deed Sales Component allows citizens to buy and sell property.',
                    ['subpages'] = {},
                    ['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 property is sold, the deed and all objects contained on the deed are transferred to the new owner. \n\n  '}, {'EcopediaSection', 'Objects Containing a Deed Sales Component\n\nReal Estate Desk\n\n'}},
        },
        ['Demographics'] = {
                    ['displayName'] = 'Demographics',
                    ['displayNameUntranslated'] = 'Demographics',
                    ['summary'] = 'Defines a set of citizens matchings some criteria.',
                    ['subpages'] = {},
                    ['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'}},
        },
        ['Districts'] = {
                    ['displayName'] = 'Districts',
                    ['displayNameUntranslated'] = 'Districts',
                    ['summary'] = 'A defined section of land, which can be referenced by laws and other systems.',
                    ['subpages'] = {},
                    ['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, that prevents creating chopping trees in a \'Protected Zone\' district.\n\n'}},
        },
        ['Doors'] = {
                    ['displayName'] = 'Doors',
                    ['displayNameUntranslated'] = 'Doors',
                    ['summary'] = nil,
                    ['subpages'] = {'Ashlar Basalt Door Item', 'Ashlar Gneiss Door Item', 'Ashlar Granite Door Item', 'Ashlar Limestone Door Item', 'Ashlar Sandstone Door Item', 'Ashlar Shale Door Item', 'Ashlar Stone Door Item', 'Composite Birch Door Item', 'Composite Cedar Door Item', 'Composite Ceiba Door Item', 'Composite Fir Door Item', 'Composite Hardwood Door Item', 'Composite Joshua Door Item', 'Composite Lumber Door Item', 'Composite Oak Door Item', 'Composite Palm Door Item', 'Composite Redwood Door Item', 'Composite Saguaro Door Item', 'Composite Softwood Door Item', 'Composite Spruce Door Item', 'Corrugated Steel Door Item', 'Corrugated Steel Fence Door Item', 'Flat Steel Door Item', 'Framed Glass Door Item', 'Hardwood Lumber Door Item', 'Hewn Door Item', 'Hewn Hardwood Door Item', 'Hewn Softwood Door Item', 'Large Corrugated Steel Door Item', 'Large Lumber Door Item', 'Large Windowed Lumber Door Item', 'Lumber Door Item', 'Mortared Granite Door Item', 'Mortared Limestone Door Item', 'Mortared Sandstone Door Item', 'Mortared Stone Door Item', 'Softwood Lumber Door Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Economic'] = {
                    ['displayName'] = 'Economic',
                    ['displayNameUntranslated'] = 'Economic',
                    ['summary'] = nil,
                    ['subpages'] = {'Real Estate Desk Item', 'Mint Item', 'Bank Item', 'Contract Board Item', 'Currency Exchange Item', 'Registrar Item', 'Store Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Economic Participation'] = {
                    ['displayName'] = 'Economic Participation',
                    ['displayNameUntranslated'] = 'Economic Participation',
                    ['summary'] = 'The most efficient way to progress in knowledge and technology is trade within the economy.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'To bring a society through the ages to the peaks of technology, a thriving Economy is needed, and by participating in it citizens can both help progress society as well advance their own abilities and wealth.\n\n \n\nParticipating in the economy takes place through Trade of both goods and services.  Finding existing settlements with Stores, Contracts, and Work Parties will give citizens to trade the goods and labor they specialize in for the specialties of others, achieving their individual goals faster than if they had each worked alone.  \n\nAs you take on new projects that require materials or labor you don\'t yourself have the ability to create or perform, you can instead sell the goods and services you can perform on the market, by creating stores and setting prices in a Currency of your choice. Using this currency to purchase the goods and services of others will then allow you to reach those goals without having to learn everything yourself.\n\nAs you build up your capabilities and have more needs of other citizens, you can create your own stores, contracts, and work parties to seek their aid.  As you acquire wealth, your power to effect change (both good and bad) rises.\n\n '}},
        },
        ['Economy Overview'] = {
                    ['displayName'] = 'Economy Overview',
                    ['displayNameUntranslated'] = 'Economy Overview',
                    ['summary'] = 'The economy consists of all resource usage, trade, and technological progress by citizens.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaQuote', '"Economy has frequently nothing whatever to do with the amount of money being spent, but with the wisdom used in spending it."\n\n    Henry Ford\n\n  '}, {'EcopediaSection', 'The economy comprises the actions of harvesting, production and trade among citizens, taking from the Ecosystem under the regulation of the Government. Citizens will need to ensure a smoothly running economy in order to progress technology enough to stop the meteor, without letting it run amok and destroy the planet through pollution in the process.\n\n  '}, {'EcopediaHeader', 'Economy Concepts'}, {'EcopediaSection', '\n\n  - Crafting. Using industrial tools to create new goods.\n\n  - Trade. Exchange of goods created by individuals with different specialties or access to resources.\n\n  - Transport.  Moving resources from place to place, and building infrastructure throughout the world to do so.\n\n  - Research. Advancing human knowledge for the betterment of society.\n\n  - Currency. A representation of value created by citizens that facilitates economic activity.\n\n  - Work Parties. Organized labor groups sharing rewards.\n\n  - Contracts. Agreements between two citizens regarding labor or other arrangements.\n\n  - Bank Accounts. Containers of currency with configurable access.\n\n  - Finance. Providing capital to other citizens to help them progress while making a profit yourself.\n\n  '}},
        },
        ['Economy Viewer'] = {
                    ['displayName'] = 'Economy Viewer',
                    ['displayNameUntranslated'] = 'Economy Viewer',
                    ['summary'] = 'A general overview of the current economy that contains information such as available trades, work parties, and contracts.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'The Economy Viewer provides a general overview of the current economy and is an incredibly useful tool for economic participation. Among other users, the Economy Viewer shows the location of every Store and what is currently being bought and sold.'}, {'EcopediaSection', '\n\nThe Economy Viewer provides detailed information about the following:\n\n   - Current Trade offers\n\n   - Existing Work Parties and their status\n\n   - Any Contracts that are posted\n\n   - Locations of Public Crafting Stations\n\n   - Information on existing Currencies\n\n   \n\nIn additon, the Economy Viewer allows citizens to directly transfer currency to other citizens and quickly check the status of their own Bank Accounts and any outstanding debts.\n\n   '}, {'EcopediaHeader', 'Accessing the Economy Viewer'}, {'EcopediaSection', 'The Economy Viewer can be accessed by clicking the Economy button located at the bottom right of the screen.'}},
        },
        ['Ecosystem Overview'] = {
                    ['displayName'] = 'Ecosystem Overview',
                    ['displayNameUntranslated'] = 'Ecosystem Overview',
                    ['summary'] = 'The living system of plants and animals which provides the means for humans to survive.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaQuote', '"The true meaning of life is to plant trees, under whose shade you do not expect to sit."\n– Nelson Henderson'}, {'EcopediaSection', '\n\nThe ecosystem is an end unto itself in Eco, and its continued prosperity is the primary goal of the game, alongside economic progress. That is, the ecosystem starts in a win-state, and players must use its resources without bringing it into a lose-state, which would mean destruction for humanity.\n\nThe ecosystem in Eco runs on a continuous simulation, active as long as the server is running, regardless of whether players are in the game or not. Each simulated plant and animal are growing, consuming food sources and reproducing. It is the sole source of materials from which players must build their society, and the process of extracting them will affect it greatly. Chopping down a forest might destroy a creature’s habitat, driving them to extinction. Mine tailings may pollute nearby rivers and lakes, poisoning farms that rely on it. The actions players take in Eco affect their environment, and players will need to understand the impact they’re having in order to thrive and stop the meteor. It is not an option to leave the ecosystem in a pristine, untouched state; the meteor ensures that choice will also lead to the ecosystem’s destruction. To save it, citizens must take from it, building a society that has the power to stop the meteor, while also having the restraint to not destroy the ecosystem in the process.\n\n'}, {'EcopediaHeader', 'Gameplay'}, {'EcopediaSection', 'The ecosystem is the foundational system which citizens must understand and contend with. From growing large Farms and Mines to understanding the impact of Pollution through study, the impact of citizens on the ecosystem will determine the success or failure of player decisions. Understanding how it functions using in-game Data becomes a key requirement of survival. Unlike the Economy and the Government, the ecosystem is not a citizen construct – its behavior is absolute, nothing about how it functions can be changed by fiat the way the economy can. In this sense it’s a reality check, the place where the conflicting biases and beliefs of citizens collide and reveal the true consequences.'}, {'EcopediaHeader', 'Between Economy and Government'}, {'EcopediaSection', 'As citizens progress society, they must beware the ‘Tragedy of the Commons’; that giving a population unfettered access to a common resource will frequently result in its destruction. To prevent this, citizens must organize, deciding rules for the common good through Laws and other civic regulations which may limit the individual but allow the group to survive. This conflict, the individual vs the group, forms the heart of the challenge of building a civilization.\n\n  '}},
        },
        ['Elected Titles'] = {
                    ['displayName'] = 'Elected Titles',
                    ['displayNameUntranslated'] = 'Elected Titles',
                    ['summary'] = 'Elected Titles are government officials that can be assigned permissions to manage government policy.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['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  '}},
        },
        ['Election Processes'] = {
                    ['displayName'] = 'Election Processes',
                    ['displayNameUntranslated'] = 'Election Processes',
                    ['summary'] = 'Defines how an election takes place.',
                    ['subpages'] = {},
                    ['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, percent needed to win, etc.  Using different types of elections, citizens can design their government to have different seats of power. For example, they can define a powerful Title that must be elected by the general population but can be impeached by them as well. \n\n'}},
        },
        ['Elections'] = {
                    ['displayName'] = 'Elections',
                    ['displayNameUntranslated'] = 'Elections',
                    ['summary'] = 'A poll set to a group of citizens to determine a position or referendum.',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'Election'},
                    ['sectionsText'] = {{'EcopediaSection', 'Elections can take two forms:\n\n  \n\n    - Elections of Officials. These are elections of Elected Titles which give specific powers to a citizen.\n\n    - Referendums.  A yes-or-no vote that will determine if a specific civic action should be taken.\n\nElections of Officials are started at a Ballot Box, where citizens can also perform a number of other civic actions.  Depending on what Civic Articles are available, these actions may or may not require an election; if they do, the citizen will have the option to start one immediately.\n\nReferendums are started at the various government buildings, each corresponding to a different government action. These include things like creating a new Law or performing an Executive Action. When proposing an election of this type, multiple provisions can be added to one election package that will be part of the same yes-or-no vote. \n\nElections can have a number of settings determined by their Election Process. This will state who can vote, who can veto, how long the election lasts, what percent is needed to win, etc.  Multiple types of elections can be created for different purposes. For example, a representative government could be created with some elections only allowing elected officials to vote, while most citizens vote only in elections for representatives.\n\n  '}},
        },
        ['Engineer'] = {
                    ['displayName'] = 'Engineer',
                    ['displayNameUntranslated'] = 'Engineer',
                    ['summary'] = 'Engineers are master inventors who produce vehicles and other advanced products for other citizens.',
                    ['subpages'] = {'Basic Engineering Skill', 'Electronics Skill', 'Industry Skill', 'Mechanics Skill', 'Oil Drilling Skill'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Engineers use the materials created by other professions to lead the way in technological advancement. The vehicles they produce greatly improve the capacity for trade and the speed at which citizens work. The crafting tables they produce are used by a variety of professions to create high-end goods. Being an engineer requires frequent interaction with other professions as engineers are unable to produce the primary inputs necessary for crafting.\n\n  \n\n-Basic Engineering allows citizens to produce roads and carts to help with transportation. In addition, basic engineering creates the crafting tables necessary to process and smelt ore.\n\n-Mechanics allows to citizens to create early motorized vehicles, like a Steam Truck. Mechanics provides the first source of electric power to help enable tecnological progression.\n\n-Industry allows citizens to create advanced vehicles, like an Excavator, to quickly collect large amounts of natural resources.\n\n-Oil Drilling allows citizens to use a Pump Jack to collect Petroleum for use in fuel and a variety of industrial projects.\n\n-Electronics is a high-end engineer specialty that uses expensive ingredients to produce the most advanced materials needed for modern crafting projects. In addition to this and providing a source of green electricity, electronics is used to craft the Laser needed to save the world from the meteor.\n\n  '}},
        },
        ['Exchange Component'] = {
                    ['displayName'] = 'Exchange Component',
                    ['displayNameUntranslated'] = 'Exchange Component',
                    ['summary'] = 'Allows citizens to setup a currency exchange .',
                    ['subpages'] = {},
                    ['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	'}, {'EcopediaSection', 'Objects Containing a Exchange Component\n\nCurrency Exchange\n\n'}},
        },
        ['Executive Actions'] = {
                    ['displayName'] = 'Executive Actions',
                    ['displayNameUntranslated'] = 'Executive Actions',
                    ['summary'] = 'An action performed by a government official having effects on taxes, property, etc.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Executive Actions are one-time actions that can affect a specific group of citizens or all citizens at once.\n\n  \n\nExecutive Actions can be proposed at an Executive Office using the Civic Action Component. These actions have three main effects:\n\n  \n\n - Issue a one-time Tax\n\n - Provide a payment to citizens from the Treasury\n\n - Change the Property owner of existing property\n\nDepending on what Civic Articles are available, these actions may or may not require an election. Some civic articles state that only Elected Titles may perform Executive Actions.\n\n  '}},
        },
        ['Experience'] = {
                    ['displayName'] = 'Experience',
                    ['displayNameUntranslated'] = 'Experience',
                    ['summary'] = 'There are two kinds of experience in Eco: Character Experience (gained by food and housing) and Specialty Experience (gained by performing actions in a specialty).',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'As you gain experience in Eco you will be able to unlock new specialties and new abilities within those specialties. There are two types of experience you will gain, Character Experience and Specialty Experience.  Both are increased by your Experience Multiplier.\n\nCharacter Experience\n\nCharacter Experience is your background learning rate, how fast you are gaining knowledge and abilities.  It is constantly going up, even when you’re offline.  Each real-day, you will gain Character Experience at the rate of 1 * your experience multiplier.  When you reach a level up, you will gain a new specialty unlock, represented by a star.  Each level up will require more and more character experience to gain, so it is very difficult to have more than a few specialties.\n\nSpecialty Experience\n\nSpecialty Experience is your skill at a specific ability, and rather than going up constantly, it only goes up when you perform actions related to that specialty, such as crafting or performing labor.  Like Character Experience, it too is multiplied by your Experience Multiplier. Along the left side of the screen, you’ll see icons displaying how much experience you’re gaining when you perform actions, and you can click these to get a closer look at the level ups for that specialty.\n\nSome level ups will allow you to unlock talents, which give specific bonuses related to the skills they’re in.\n\nExperience Multiplier\n\nYour Experience Multiplier (or XP Multiplier) is a personal value representing your health and support system, and it determines how fast you learn new skills.  It is determined as a sum of your Nutrition and Housing values.  Because it affects both your character and specialty experience points, you’ll want to keep it as high as possible by eating the nutritious food and having a well-furnished house.\n\n'}},
        },
        ['Farmer'] = {
                    ['displayName'] = 'Farmer',
                    ['displayNameUntranslated'] = 'Farmer',
                    ['summary'] = 'Farmers are specialists in agriculture.',
                    ['subpages'] = {'Farming Skill', 'Fertilizers Skill', 'Gathering Skill', 'Milling Skill'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\n    Farmers are specialists in agriculture. The crops they produce are a primary source of the calories needed for citizens to perform work.\n\n \n\n  - Farming allows citizens to create seeds out of produce to help create large farms.\n\n  - Fertilizers allows citizens add nutrients to soil and test soil conditions with a Soil Sampler.\n\n  - Gathering allows citizens to harvest more produce from both wild plants and human-created farms.\n\n  - Milling allows citizens to process produce in a Mill for use by chefs in more advanced recipes.\n\n  '}},
        },
        ['Farming'] = {
                    ['displayName'] = 'Farming',
                    ['displayNameUntranslated'] = 'Farming',
                    ['summary'] = 'The cultivation of plants for food, fibers, and raw materials in production.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nFarming provides a way to take the plant species most useful to people and create a global scale food supply. Farming can also focus on plants useful for other industrial purposes, like biofuel for a potentially renewable source of energy.\n\nFarmers will need to pay attention to the resources and health of their soil, avoiding depletion and pollution. Fertilizers like Compost Fertilizer and methods of monitoring soil resources like the Soil Sampler will be important tools to keep farmland productive. Various vehicles, storage technologies, and more powerful hand tools will allow players to scale up their farming operations as the food and fuel needs of their societies increases.\n\nFarming is a big activity in Eco that we want to enhance and expand as we move forward with development. Balancing and storage will be a core part of farming improvements to start, as we make sure that Eco societies generate an appropriate demand from farmers to fuel technological growth, and that the storage objects and mechanics exist to support these demands. Farming itself has many possible improvements and expansions, among them developing and modifying seeds and organisms to be more productive or resistant to pollutants, or other environmental factors.\n\n  '}, {'EcopediaHeader', 'Soil'}, {'EcopediaSection', '\n\nThe soil of Eco contains nutrients that allow plants to grow and thrive: too much or too little of any given type can change the yield and growth speed of both naturally occurring and farmed plants. As plants grow, they take nutrients from the soil and return it when they die bringing the world into a natural state of equilibrium. Players influence these changes by removing the plants from the environment through harvesting, deforesting, mining, or introducing pollution which slowly removes nutrients from the soil. Players can reintroduce nutrients or modify the existing ratios by using fertilizers on their land.\n\nAs we increase the dependencies of the animals on the plant layers, we can have those parts of the ecosystems further affect the soil as species that consume plants can also remove nutrients from the soil. Another addition that can be considered is how topsoil exists within Eco: currently it’s purely cosmetic and tied to the biome of the area, but in each biome the topsoil is a unique and valuable resource compared to the dense clay and dirt below.\n\n'}},
        },
        ['Fertilizer'] = {
                    ['displayName'] = 'Fertilizer',
                    ['displayNameUntranslated'] = 'Fertilizer',
                    ['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'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Finance'] = {
                    ['displayName'] = 'Finance',
                    ['displayNameUntranslated'] = 'Finance',
                    ['summary'] = 'Finance is the management of currency to promote progress.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Through the use of Contracts, Citizens in Eco can create loan and bond agreements between two parties, tracking automatically the interest payment and due date of the funds.  Loans and bonds are a great way for new citizens to collaborate with long-time citizens with more wealth in a way that benefits both parties and increases societal progress.\n\nIf a citizen takes a loan, the offering party gives them money which they are expected to pay with interest.\n\nIf a citizen purchases a bond, they give money to the offering party which they expect to be repaid with interest.\n\nPenalties for defaulting on loans can be constructed using Laws, by watching for the Default on Loan/Bond trigger.  Actions can then be taken, such as repossessing property or applying other penalties and fines.\n\n'}},
        },
        ['Fish'] = {
                    ['displayName'] = 'Fish',
                    ['displayNameUntranslated'] = 'Fish',
                    ['summary'] = nil,
                    ['subpages'] = {'Bass Species', 'Blue Shark Species', 'Cod Species', 'Pacific Sardine Species', 'Salmon Species', 'Trout Species', 'Tuna Species'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Food and Shelter'] = {
                    ['displayName'] = 'Food and Shelter',
                    ['displayNameUntranslated'] = 'Food and Shelter',
                    ['summary'] = 'Setting up a source of food and shelter is a first priority.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'While a functioning society is necessary to stop the meteor, each individual must have their own needs met, starting with food and shelter.\n\n '}, {'EcopediaHeader', 'Choosing a Settlement'}, {'EcopediaSection', 'When choosing a location to settle in, you\'ll want to consider the following factors:'}, {'EcopediaSection', 'Proximity to Resources\n\nNatural food sources and building supplies nearby will greatly speed up initial progress.\n\nProximity to Others\n\nSetting up near other settlements offers a distinct advantage, as you can then trade with others to gain progress faster.  However, an overcrowded area may also have limited options for expansion and natural food in the vicinity. You\'ll want to find a balance based on personal preference.\n\n  '}, {'EcopediaHeader', 'Claiming Your Plot'}, {'EcopediaSection', ' Once you\'ve selected a place to build your first settlement, you\'ll want to claim Property around it.  When placing your starting tent this will automatically occur, and further property can be claimed with land papers.  Property you claim will be protected from other citizens, unless you give them access.'}, {'EcopediaHeader', 'Food'}, {'EcopediaSection', 'Finding a food supply is critical to having the calories you need to work.  Additionally, the Nutrition of the food you eat impacts how fast you gain experience, so you\'ll want to eat the best food available for the fastest gains.  When settling in the wilderness, look for food sources nearby you can take from, or plan to setup a Farm.  When settling near an existing village, have a look at the local economy to see what you can Trade in order to get food.'}},
        },
        ['Food Webs'] = {
                    ['displayName'] = 'Food Webs',
                    ['displayNameUntranslated'] = 'Food Webs',
                    ['summary'] = 'The living system of plants and animals which provides the means for humans to survive.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nA foundational goal of the ecosystem simulation in Eco is to contain a multitude of food webs. Food webs can be thought of as a set of \'consumer\' and \'consumed\' relationships between plants and animals that centers on a particular community of animals and their favorite foods. In general, the idea is to have at least one strong food web present in each biome. Food webs often are the basis of the most important inter and intra-relationships between species in an ecosystem. Many species rely on other species for food, or to hunt the species that is eating them.\n\nAnimal\'s prey and predators can be viewed through the web interface and checking the linked layers. Currently the prey-predator relationship is one way: the predators require the prey to exist, but they don\'t actually remove any from the simulation. This means that an explosion of elk would increase the wolf population, but this wouldn\'t put pressure onto the elk. Changing this relationship to consume both ways while ensuring it doesn\'t spiral out of control in an unexpected and sudden way is important as we move forward.\n\n  '}},
        },
        ['Fungi'] = {
                    ['displayName'] = 'Fungi',
                    ['displayNameUntranslated'] = 'Fungi',
                    ['summary'] = nil,
                    ['subpages'] = {'Amanita Mushroom Species', 'Bolete Mushroom Species', 'Cookeina Mushroom Species', 'Crimini Mushroom Species', 'Deer Lichen Species', 'Lattice Mushroom Species'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Government'] = {
                    ['displayName'] = 'Government',
                    ['displayNameUntranslated'] = 'Government',
                    ['summary'] = nil,
                    ['subpages'] = {'Ballot Box Item', 'Census Bureau Item', 'Government Office Item', 'Court Item', 'Board Of Elections Item', 'Zoning Office Item', 'Capitol Item', 'Amendments Item', 'Executive Office Item', 'Treasury Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Government Overview'] = {
                    ['displayName'] = 'Government Overview',
                    ['displayNameUntranslated'] = 'Government Overview',
                    ['summary'] = 'An institution designed and run by the people to promote the common good.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaQuote', '"The punishment which the wise suffer who refuse to take part in the government, is to live under the government of worse men."\n- Plato'}, {'EcopediaSection', 'Between the ecosystem and the economy lies the government, run by citizens to ensure the survival and thriving of both.\n\n  \n\n  '}, {'EcopediaSection', '\n\n    The government is created by citizens, piece by piece, growing their power and capability alongside the power of the populace.  The parts of the government are:\n\n  '}, {'EcopediaSection', 'Constitution\n\nBefore any other aspect of government can be created, a Constitution must be created at a Capitol. It determines how the government operates via civic articles.\n\n'}, {'EcopediaSection', 'Civic Articles\n\nA constitution contains civic articles which define how the government functions: who can do what, and how.  They can be created at a Capitol on a new constitution or added to an existing constitution at an Amendments table.\n\n'}, {'EcopediaSection', 'Laws\n\nLaws determine rules and processes that all citizens are compelled to follow.  A Court can hold up to 3 laws. \n\n'}, {'EcopediaSection', 'Elections\n\nElections will be started automatically when making changes that require them, as determined by the constitution. They can have many effects (changing laws, electing leaders, performing executive actions).\n\n'}, {'EcopediaSection', 'Election Processes\n\nAn election process determines how elections work: who can vote and veto, how long they last, what majorities are required, etc. A Board Of Elections can hold up to three election processes.\n\n'}, {'EcopediaSection', 'Elected Titles\n\nAn Elected Title is a government position that can be given special privileges. A Government Office can hold one elected title.\n\n'}, {'EcopediaSection', 'Demographics\n\nA demographic defines a group of people according to specific rules. This group can then be used in other aspects of the government.  A Census Bureau can hold up to three demographics.\n\n'}, {'EcopediaSection', 'Districts\n\nDefines an area of land which can be referenced in laws and other places.  A Zoning Office can hold up to three district maps.\n\n'}, {'EcopediaSection', 'Executive Actions\n\nAn executive action is a one-time operation that can be performed to enact changes to society. They are performed at an Executive Office by users given privileges from the constitution (typically elected titles).\n\n'}, {'EcopediaSection', '\n\n  Ballot Boxes\n\n  A ballot box allows operations to be performed related to elections and holding office.\n\n'}, {'EcopediaSection', '\n\n  Treasury\n\n  Determines taxes on various parts of the economy.\n\n'}},
        },
        ['Harvesting'] = {
                    ['displayName'] = 'Harvesting',
                    ['displayNameUntranslated'] = 'Harvesting',
                    ['summary'] = 'The living system of plants and animals which provides the means for humans to survive.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nIn Eco, players harvest food initially from the wild biomes around them. Plants ripe for the opportunity to harvest sustainably abound. Wild food sources can serve as a supplementary renewable resource, but will quickly crash if taken advantage of. Some plants will be useful for more than just food-- they may provide chemical compounds that can be found no-where else, or the raw materials needed for textiles and clothing.\n\nDifferent plants require different tools to harvest, such as a shovel, or a scythe. Other species can be picked by hand without a tool. Similarly, some plants are killed when they are harvested, and others will simply re-grow the picked fruits if they continue to grow and be healthy. \n\n  '}},
        },
        ['Housing Overview'] = {
                    ['displayName'] = 'Housing Overview',
                    ['displayNameUntranslated'] = 'Housing Overview',
                    ['summary'] = 'Your housing (along with your diet) determines your skill gain.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'A citizen cannot thrive without proper shelter, and together with your Nutrition your Housing value will determine your Experience multiplier.  The better your house’s materials and furnishing are, the higher your experience multiplier.  \n\nAdditionally, many objects require houses and utilities to operate. The housing system consists of the following parts:\n\n - Residency. You can share residency of a property with others.\n\n - Rooms. A room is a fully contained space, and many objects require being placed inside a room to function.\n\n - Property. Citizens can claim individual plots of land which they then can control access to.\n\n - Power. Many items require a power source to operate, and generated power can be shared among many citizens.\n\n - Sewage. Certain items require a sewage system of pipes, pumps, and wastewater treatment.\n\n'}},
        },
        ['Hunter'] = {
                    ['displayName'] = 'Hunter',
                    ['displayNameUntranslated'] = 'Hunter',
                    ['summary'] = 'Hunters are specialists at hunting animals and preparing meat for chefs.',
                    ['subpages'] = {'Butchery Skill', 'Hunting Skill'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\n    Hunters are specialists at efficiently hunting animals and preparing meat for use by chefs. The two hunter specialties are closely linked as the animals hunted must be processed before it can be used by a chef. \n\n    \n\n  - Butchery allows citizens to process animal carcasses into prepared meat for chefs. The pelts and hides they create can be used for clothing and other crafting projects.\n\n  - Hunting grants citizens bonus damage when hunting animals and allows them to approach animals at a closer distance without causing them to run.\n\n  '}},
        },
        ['Hunting'] = {
                    ['displayName'] = 'Hunting',
                    ['displayNameUntranslated'] = 'Hunting',
                    ['summary'] = 'The living system of plants and animals which provides the means for humans to survive.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nAnimal species are inhabitants of the world in Eco that vary greatly in terms of possible use as resources. Some species make for excellent sources of meat and food like milk, where others may provide useful byproducts like wool, leather, tallow, or bone meal. But animals also vary greatly in terms of their resilience and adaptability to impacts on their populations, habitat, and food sources. \n\nThrough hunting, players can use various traps and hand tools to harvest wild animals directly from the ecosystems they live in for use. Hunting can also serve as a way to control or cull excessive populations of animals. Hunting will be an important but not strictly necessary activity for players especially earlier on in order to meet the appetite of a large society. \n\nHunting an animal is only the first step in making the most use out of it. Butchery advancements will allow players to process and use animals for a large variety of animal products. Collaboration with other professions like cooks and tailors will unlock many nutritional, industrial, and even cultural uses for animals and their products, not all of which need be obtained through hunting. However, if a particular animal product becomes popular in the economy, care will have to be taken to avoid destructive pressure on a species. Hunting is often the final blow to an endangered species whose products become more and more valuable as they become more and more rare.\n\nTo get started with hunting, you\'ll need to craft a Wooden Bow and some Arrows. More advanced bows will make it easier to hit your target quickly. Keep in mind that animals can be killed more quickly with a well-aimed shot, and that it may be easier to hunt some animals based on the time of day. \n\n  '}},
        },
        ['Ingredients'] = {
                    ['displayName'] = 'Ingredients',
                    ['displayNameUntranslated'] = 'Ingredients',
                    ['summary'] = nil,
                    ['subpages'] = {'Acorn Powder Item', 'Bean Paste Item', 'Camas Paste Item', 'Cereal Germ Item', 'Cornmeal Item', 'Corn Starch Item', 'Flour Item', 'Huckleberry Extract Item', 'Hydrocolloids Item', 'Infused Oil Item', 'Liquid Nitrogen Item', 'Maltodextrin Item', 'Meat Stock Item', 'Oil Item', 'Rice Flour Item', 'Rice Noodles Item', 'Simple Syrup Item', 'Sugar Item', 'Sun Cheese Item', 'Tallow Item', 'Transglutaminase Item', 'Vegetable Stock Item', 'Yeast Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Invertebrates'] = {
                    ['displayName'] = 'Invertebrates',
                    ['displayNameUntranslated'] = 'Invertebrates',
                    ['summary'] = nil,
                    ['subpages'] = {'Clam Species', 'Urchin Species', 'Crab Species', 'Moon Jellyfish Species', 'Tarantula Species'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Item Distribution Component'] = {
                    ['displayName'] = 'Item Distribution Component',
                    ['displayNameUntranslated'] = 'Item Distribution Component',
                    ['summary'] = 'Allows the owner to provide free items to new citizens, as an act of good will and to boost initial citizen prosperity.',
                    ['subpages'] = {},
                    ['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  '}, {'EcopediaSection', 'Objects Containing a Item Distribution Component\n\nDistribution Station\n\n'}},
        },
        ['Kitchen'] = {
                    ['displayName'] = 'Kitchen',
                    ['displayNameUntranslated'] = 'Kitchen',
                    ['summary'] = nil,
                    ['subpages'] = {'Bakery Oven Item', 'Butchery Table Item', 'Cast Iron Stove Item', 'Icebox Item', 'Kitchen Item', 'Mill Item', 'Refrigerator Item', 'Salt Basket Item', 'Stove Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Laws'] = {
                    ['displayName'] = 'Laws',
                    ['displayNameUntranslated'] = 'Laws',
                    ['summary'] = 'Cause-and-Effect rules designed by citizens and enforced automatically in order to achieve societal goals.',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'Law'},
                    ['sectionsText'] = {{'EcopediaSection', 'Laws are the means by which the government makes changes in the world, to achieve goals of the populace.\n\nLaws are created by placing a Court, and depending on the Civic Articles available may require an election to pass.  Each law is created with a list of causes and effects, and when the cause happens the effect will be activated.  This allows a lot of flexibility in how the laws work, and they can cover many areas; from taxation to regulation to paid out funds incentivizing activities.\n\nMany ‘Cause’ choices will provide context about the citizen who triggered it, where it was triggered, etc. These ‘context’ properties can be seen in the Cause tooltip, and are available for specifying data in the ‘Effects’.  For example, an effect may tax the specific player who chopped down a tree\n\n  '}},
        },
        ['Life in an Ecosystem'] = {
                    ['displayName'] = 'Life in an Ecosystem',
                    ['displayNameUntranslated'] = 'Life in an Ecosystem',
                    ['summary'] = 'The ecosystem provides many resources, but is vulnerable to human actions.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'The Ecosystem is the provider of a vast number of resources citizens can make use of, but it also vulnerable to their impact.  Succeeding as a society will require intelligent management of impact, using the Government to regulate what is allowed. \n\n \n\nVarious forms of Pollution can affect the environment, creating the potential for catastrophes that could destroy your food supply and halt progress, leading to ecological collapse.  Using Data tools, citizens can monitor the impact they\'re having on the world and use that data to argue for specific regulations to protect it, or accelerate the economy in other avenues.\n\nThe world begins as a vast untouched wilderness, and through the ages citizens will need to radically transform it using technology to build the industry and knowledge required to stop The Meteor.  Citizens will need to execute a careful navigation between using the resources of the ecosystem maximally and avoiding damaging the environment beyond the repair.\n\n'}},
        },
        ['Lights'] = {
                    ['displayName'] = 'Lights',
                    ['displayNameUntranslated'] = 'Lights',
                    ['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 Ceiling Light Item', 'Steel Floor Lamp Item', 'Steel Table Lamp Item', 'Stone Brazier Item', 'Streetlamp Item', 'Tallow Candle Item', 'Tallow Lamp Item', 'Tallow Wall Lamp Item', 'Torch Stand Item', 'Wall Candle Item', 'Wooden Ceiling Light Item', 'Wooden Floor Lamp Item', 'Wooden Table Lamp Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Liquids'] = {
                    ['displayName'] = 'Liquids',
                    ['displayNameUntranslated'] = 'Liquids',
                    ['summary'] = nil,
                    ['subpages'] = {'Barrel Item', 'Biodiesel Item', 'Gasoline Item', 'Petroleum Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Logs'] = {
                    ['displayName'] = 'Logs',
                    ['displayNameUntranslated'] = 'Logs',
                    ['summary'] = nil,
                    ['subpages'] = {'Birch Log Item', 'Cedar Log Item', 'Ceiba Log Item', 'Fir Log Item', 'Joshua Log Item', 'Oak Log Item', 'Palm Log Item', 'Redwood Log Item', 'Saguaro Rib Item', 'Spruce Log Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Mammals'] = {
                    ['displayName'] = 'Mammals',
                    ['displayNameUntranslated'] = 'Mammals',
                    ['summary'] = nil,
                    ['subpages'] = {'Agouti Species', 'Bighorn Sheep Species', 'Bison Species', 'Coyote Species', 'Deer Species', 'Elk Species', 'Fox Species', 'Hare Species', 'Jaguar Species', 'Mountain Goat Species', 'Otter Species', 'Prairie Dog Species', 'Wolf Species'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Mason'] = {
                    ['displayName'] = 'Mason',
                    ['displayNameUntranslated'] = 'Mason',
                    ['summary'] = 'Masons are specialist at mining and working with stone.',
                    ['subpages'] = {'Advanced Masonry Skill', 'Glassworking Skill', 'Masonry Skill', 'Mining Skill', 'Pottery Skill'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Masons are specialists at mining and working with stone. They provide a valuable source of building material and furniture for homes. The ore they collect is used by Smiths to smelt metal bars.\n\n  \n\n  -Mining allows citizens to expend less calories while mining stone and ore. Miners also process the collected ore and concentrate it to be used for smelting.\n\n  -Masonry allows citizens to produce Mortar, a primary ingredient for most mason building materials. The Mortared Stone they produce is a great source of early housing material.\n\n  -Pottery allows citizens to craft Brick building material and furniture out of Clay.\n\n  -Glassworking allows citizens to create Glass and later Framed Glass. Glass is a nice supplemental buildling material and is used in a variety of industrial projects.\n\n  -Advanced Masonry is a high-level mason skill that produces the finest quality Ashlar Stone building material and furniture.\n\n  '}},
        },
        ['Metals'] = {
                    ['displayName'] = 'Metals',
                    ['displayNameUntranslated'] = 'Metals',
                    ['summary'] = nil,
                    ['subpages'] = {'Copper Bar Item', 'Gold Bar Item', 'Iron Bar Item', 'Steel Bar Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Mining'] = {
                    ['displayName'] = 'Mining',
                    ['displayNameUntranslated'] = 'Mining',
                    ['summary'] = 'The extraction of ore, coal, and other valuable minerals from the ground.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nThe ground beneath you is host to a huge variety of resources, such as rocks, metals, and other mineral deposits. Different types of rock host different kinds of mineral deposits or lend themselves to trapping other resources like petroleum. Due to the immense complexity of earth resources in reality and the necessity in Eco of providing players with a predictable balance of raw materials to start with, rocks and their deposits are generated based on Biomes. Each biome comes with a suite of associated rocks and deposits that sprawls out beneath it in layers.\n\n'}, {'EcopediaHeader', 'Mining by Hand'}, {'EcopediaSection', '\n\nTo mine ore, first you must locate it. Ores in Eco are each hosted in particular host rocks, so learning which rocks have the type of ore you want and then digging near rocks of those type is a good way to start. Use a Wooden Shovel or better to dig away soil from the surface or start digging into a hill from the side. Once you hit rock you want to go through, you\'ll need to use a pickaxe like the Stone Pickaxe to break it. When breaking rocks with the pickaxe, sometimes you\'ll break off a larger piece of rock that needs to be hit again to break into pieces small enough to pick up. It\'s a good idea to pick up rock as you break it, and stack it elsewhere for use, preferably in a Stockpile or vehicle you\'re using to transport your ore like a Wood Cart.\n\n'}, {'EcopediaHeader', 'Mineral Processing'}, {'EcopediaSection', '\n\nOnce you have collected a large amount of metal ore, you\'ll need to process the ore before you can craft metal products with it. This is a dirty and expensive process, and optimizing it and the byproducts from it will be an ongoing matter of consideration. The three main steps of mineral processing are:\n\nComminution: Comminution means to crush the rock into smaller sized particles which can be further processed. Crushed rock of the type the ore is hosted in is the main byproduct of this process.\n\nConcentration: Concentration is a way to separate the desired metals in an ore rock from the waste rock. This process is never perfect, and inevitably results in a large output of waste rock which still contains traces of freed metals. This waste rock with traces of heavy metals is known as Tailings. Copper Ore and Gold Ore require chemical leeching and wet processing to separate from their host rocks, and thus produce more polluted and volatile Wet Tailings during the concentration process.  \n\nSmelting: Once you have precious ore concentrate, you can at last smelt it into metal products like Iron Bar at a Bloomery or using a more advanced smelting technology. \n\n'}},
        },
        ['Mint Component'] = {
                    ['displayName'] = 'Mint Component',
                    ['displayNameUntranslated'] = 'Mint Component',
                    ['summary'] = 'Allows citizens to create and print backed currencies.',
                    ['subpages'] = {},
                    ['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 take care when deciding how to back a currency. Once a currency is minted, it will become tied to the mint it was created on, even if that mint is picked up.\n\nCitizens who have been granted consumer rights in the Authorization Component can use the Mint Component to mint additional currency. Currency can be minted into the target Bank Account selected by the mint owner, or any bank account the citizen minting has access to in the Bank Component.\n\n  '}, {'EcopediaSection', 'Objects Containing a Mint Component\n\nMint\n\n'}},
        },
        ['Modern Upgrades'] = {
                    ['displayName'] = 'Modern Upgrades',
                    ['displayNameUntranslated'] = 'Modern Upgrades',
                    ['summary'] = nil,
                    ['subpages'] = {'Modern Upgrade Lvl 1 Item', 'Modern Upgrade Lvl 2 Item', 'Modern Upgrade Lvl 3 Item', 'Modern Upgrade Lvl 4 Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Modules Component'] = {
                    ['displayName'] = 'Modules Component',
                    ['displayNameUntranslated'] = 'Modules Component',
                    ['summary'] = 'Allows citizens to upgrade their crafting tables.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', ' The Module Component allows citizens to insert upgrades into their Crafting tables. After inserting an upgrade, work orders on that table will have reduced resource costs and crafting times.'}, {'EcopediaHeader', 'Using Upgrades'}, {'EcopediaSection', '\n\nUpgrades come in five different quality levels. A level 1 upgrade decreases the resource cost and craft time by 10%, with each progressive level adding an additional decrease.\n\nCrafting tables accept different types of upgrades. Early tables accept \'Basic Upgrades\', while later tables require \'Advanced Upgrades\' or \'Modern Upgrades\'. Each tier of upgrade has five different quality levels, with the highest quality level being a Specialty Upgrade.\n\nSome recipes have costs using Static Ingredients. Static ingredients are not affected by the resource cost reduction, but the recipes that contain them still get a reduction for crafting time. \n\n		'}, {'EcopediaHeader', 'Specialty Upgrades'}, {'EcopediaSection', '\n\nThe highest level of upgrade can only be crafted by a citizen who has reached the maximum level in their chosen Specialty. Unlike other upgrades, these upgrades recieve an additional cost reduction when crafting recipes using the specified profession.\n\nSome specialties have different tiers of upgrades that correspond to different crafting tables. For example, Carpentry has the Carpentry Basic Upgrade for the Carpentry Table and the Carpentry Advanced Upgrade for the Sawmill.\n\n  '}},
        },
        ['My Deeds Component'] = {
                    ['displayName'] = 'My Deeds Component',
                    ['displayNameUntranslated'] = 'My Deeds Component',
                    ['summary'] = 'Allows citizens to see view and manage all property they own.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nThe My Deeds Component allows citizens to see view and manage all Property that they own, providing an interface to access them easily.\n\n  '}, {'EcopediaSection', '\n\nThis component is accessed from a Real Estate Desk. It provides links to all of the individual deeds that can be accessed by interacting with a Land Claim Stake on a deed the citizen owns.\n\nCitizens can quickly rename their deeds, choose a color for that property on the minimap, or provide consumer rights to other citizens, all of which is normally done through the Authorization Component.\n\nA useful feature of this component is the ability to quickly move plots of property from one deed to another. This includes the option to create a new deed to split an existing piece of property.\n\n'}},
        },
        ['Nutrition'] = {
                    ['displayName'] = 'Nutrition',
                    ['displayNameUntranslated'] = 'Nutrition',
                    ['summary'] = 'Nutrition, alongside housing, determines how fast you gain experience.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nYour ExperienceExperience is determined by your nutrition and housingHousing, and the more nutritious the food you eat the faster you will gain Experience.  The healthier you are, the faster you advance.\n\nThere are four nutrients represented in foods: Protein, Fat, Vitamins, and Carbs.  By adding up the average of each of these nutrients in all the food you’ve eaten in the last 24 hours, your experience multiplier is determined.   This means that if you eat junk food (low nutrients) it will affect you for 24 hours before it has passed through your body.\n\nAdditionally, a balance multiplier is applied, giving an additional 0% - 50% of your total based on how equal the nutrients are in your body. If you have exactly 25% of each nutrient for example, you will gain an extra 50% skill.\n\nDepending on the difficulty settings for this server, a ‘skill gain multiplier’ may also be set which increases it further.\n\nFinally, a base skill gain value is added to the total. This ensures that even when you’re totally starving, you’re still gaining at least some skill.  You can see all these calculations for yourself in the tooltip for food in the bottom left UI.\n\nCalories\n\nCalories, unlike nutrients, are spent when you perform work, and when you run out of calories you’ll be unable to work until you eat more.  Calorie usage can be greatly reduced by upgraded tools and leveling-up skills.\n\nAll food provides both calories and nutrients, so while gaining calories from food you’re also determining your skill multiplier, so watch that diet.\n\n'}, {'EcopediaSection', 'Feeding the World\n\nFood forms the backbone of a growing society in Eco, fueling the increase in skills needed to build a civilization.  A well-organized network of food producers, from farmers to chefs, ensures that citizens gain skills at the rate they need.\n\n'}},
        },
        ['Ore'] = {
                    ['displayName'] = 'Ore',
                    ['displayNameUntranslated'] = 'Ore',
                    ['summary'] = nil,
                    ['subpages'] = {'Coal Item', 'Copper Ore Item', 'Gold Ore Item', 'Iron Ore Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Pipe Component'] = {
                    ['displayName'] = 'Pipe Component',
                    ['displayNameUntranslated'] = 'Pipe Component',
                    ['summary'] = 'The Pipe Component allows a citizen to check the status of an object’s smog output and water usage.',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'LiquidConsumerComponent', 'LiquidProducerComponent', 'PipeComponent'},
                    ['sectionsText'] = {{'EcopediaSection', '\n\nThe Pipe Component allows a citizen to check the status of an object’s smog output, water usage, and sewage flow.  \n\n  '}, {'EcopediaHeader', 'Pipe Requirements'}, {'EcopediaSection', '\n\nWhen opening the Pipe Component, different pipe inputs and outputs will appear to represent the pipe requirements. Objects with this component must meet all the pipe requirements for that object to be active.\n\nSome objects require all three uses of pipes to have an active Status, while others objects only require some. Each pipe system can only be used for one of the three uses. \n\nBy holding the mouse over the display for one of the pipes, a tooltip appears with more information about why a pipe is or isn\'t active.\n\n  '}, {'EcopediaHeader', 'Smog Output'}, {'EcopediaSection', '\n\nBy checking the Smog Output tooltip, a citizen can find additional information about the current object’s pollution output and the world’s Pollution levels.\n\n	\n\nPipes can be used to redirect the flow of the air pollution. The pipes containing the Smog Output can have multiple inputs but must have only one open end, outside of all rooms, and above the object.\n\nObjects that emit smog pollution only pollute when the object is active. \n\n	'}, {'EcopediaHeader', 'Water and Sewage'}, {'EcopediaSection', '\n\nObjects with a Water Input and pumps with a Water Output connect through a system of pipes. Water pipes systems can have multiple inputs for water pumps and multiple outputs for each object with a water demand.	\n\nBy checking the water tooltip in the Pipe Component, a citizen can see exactly how much water an object is producing or consuming. If there is not enough water being produced, objects will start to become inactive.\n\nPipes containing Sewage Output function similar to water pipes, but the Sewage they contain is a source of ground pollution. After Waste Filters are invented, the sewage output can be piped into to a filter to mitigate the ground pollution.\n\n	'}},
        },
        ['Pipes'] = {
                    ['displayName'] = 'Pipes',
                    ['displayNameUntranslated'] = 'Pipes',
                    ['summary'] = nil,
                    ['subpages'] = {'Copper Pipe Item', 'Iron Pipe Item', 'Steel Pipe Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Plants'] = {
                    ['displayName'] = 'Plants',
                    ['displayNameUntranslated'] = 'Plants',
                    ['summary'] = nil,
                    ['subpages'] = {'Agave Species', 'Arctic Willow Species', 'Barrel Cactus Species', 'Beans Species', 'Beets Species', 'Big Bluestem Species', 'Bullrush Species', 'Bunchgrass Species', 'Buttonbush Species', 'Camas Species', 'Common Grass Species', 'Corn Species', 'Cotton Species', 'Creosote Bush Species', 'Desert Moss Species', 'Dwarf Willow Species', 'Fern Species', 'Filmy Fern Species', 'Fireweed Species', 'Heliconia Species', 'Huckleberry Species', 'Jointfir Species', 'Kelp Species', 'King Fern Species', 'Lupine Species', 'Ocean Spray Species', 'Orchid Species', 'Papaya Species', 'Peat Moss Species', 'Pineapple Species', 'Pitcher Plant Species', 'Prickly Pear Species', 'Pumpkin Species', 'Rice Species', 'Salal Species', 'Saxifrage Species', 'Seagrass Species', 'Sunflower Species', 'Switchgrass Species', 'Taro Species', 'Tomatoes Species', 'Trillium Species', 'Waterweed Species', 'Wheat Species', 'White Bursage Species'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Pollution'] = {
                    ['displayName'] = 'Pollution',
                    ['displayNameUntranslated'] = 'Pollution',
                    ['summary'] = 'The introduction of harmful contaminates into the natural environment that can cause adverse changes.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nAs citizens burn fuel to cook or generate power, smelt metals, process sewage, and engage in countless other necessary industrial activities, a common byproduct is pollution. Pollution is any substance that can act as a contaminant or poison when introduced back into the environment. In Eco there are many sources and several varieties of pollution, some of which are more potent than others. Heavy metals can contaminate soil, affecting available nutrients and the health of plants and animals living on and in it. Water can spread contaminants rapidly and increase the size of their impact. Air pollution can pour invisibly or obviously from a stove or a power plant, adding to greenhouse gasses and impacting the air quality, as well as fall back down into the ground as acid rain. \n\nTo ensure the survival of ecosystems and preserve resources like soil and water, players will have to manage and contain the sources of pollution their civilization creates. In some cases, spills or deadly concentrations will be inevitable, and then remediation and storage may be the only option to return the land to an unharmed state. \n\n'}, {'EcopediaHeader', 'Ground Pollution'}, {'EcopediaSection', '\n\nOnce released into the soils and water table, ground pollutants are not easy to stop or remove. Various materials in Eco are sources of ground pollution, most notably tailings from mining and garbage from crafting and other player activities. Pollution spreads as a gradient that increases in concentration with time if the source of pollutants remains or increases. When the source of pollutants is removed from contact with the ground, ground pollution spreads and dissipates with time.\n\n'}, {'EcopediaHeader', 'Air Pollution'}, {'EcopediaSection', '\n\nMany player activities can create harmful emissions which if released into the atmosphere act as air pollution. Crafting at objects with CO2 outputs or running generators with them contributes to local and global pollution levels. Over long periods of time, global CO2 levels contributes to a global warming effect which affects sea level in turn. There are natural sinks and intakes for some pollutants like CO2 such as forests.\n\nConcentrations of air pollution will fall back to the ground as acid rain, which we simulate using the air pollution and local rainfall quantities. \n\n'}, {'EcopediaHeader', 'Water Pollution'}, {'EcopediaSection', '\n\nWater is a medium through which pollution spreads more quickly and further, rushing downstream and blossoming out in lakes or oceans. Pollution in the water generally comes from nearby ground pollution sources, but also may be entering the water via the acid rain mechanic in areas with lots of air pollution. \n\nRemoval of the source is the only way to currently stop water pollution, but clean-up and remediation strategies are features we are considering for the future.\n\n'}, {'EcopediaHeader', 'Containment'}, {'EcopediaSection', '\n\nIn many cases, there is no perfect solution to deal with polluting materials. Space must be made to store various pollutants, and pollutants must be stored in a way that prevents them from re-entering the surrounding environment. This is a challenge that should be key to environmental management of industry in Eco. Currently tailings mechanics require deep underground storage; this will be improved with further development. \n\nContainment mechanics are the forefront of features we want to improve related to the Pollution group of features in Eco. Players should be using containment to deal with the vast quantities of tailings and garbage that their societies produce.\n\n'}},
        },
        ['Power'] = {
                    ['displayName'] = 'Power',
                    ['displayNameUntranslated'] = 'Power',
                    ['summary'] = 'Many objects require power to function, which can be generated in a variety of ways.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Many objects require power to function, and as your society progresses the types of power will progress as well.\n\n  \n\nEarly on, most power will come from calories expended by citizens.  Local-power sources can also be built such as Waterwheels, powering only the immediate vicinity.  When technology progresses to electricity, power can then be generated centrally, allowing groups to form together to power towns and cities as a group rather than having to individually setup power sources (community projects like this are a great fit for using the Taxes system to fund them, and Contracts and Work Parties to get them built).\n\n  \n\nMany types of power generation exist, and each has different fuel needs as well as environmental impact.  The building, fueling, and operation of power plants can become a major Pollution source as technology advances, and citizens will need to carefully regulate the types of power used and how pollution is handled to prevent an ecological catastrophe.\n\n  '}},
        },
        ['Power Component'] = {
                    ['displayName'] = 'Power Component',
                    ['displayNameUntranslated'] = 'Power Component',
                    ['summary'] = 'The Power Component is used to check the supply and demand for power and fuel.',
                    ['subpages'] = {},
                    ['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 can have fuel input here, and each may require different types of fuel to operate. The tooltips for the accepted fuel contain a list of specific items that can be used to fuel the object. Fuel can also be added from the Storage Component.\n\nWhile operating, an object consumes fuel every second, measured in Watts (W). Each type of fuel contains a different amount of potential energy, measured in Joules (J). For every 1 Watt needed per second, 1 Joule of energy is consumed. Fuel is not consumed while the object is inactive.\n\n  '}, {'EcopediaHeader', 'Energy Stats'}, {'EcopediaSection', '\n\nThere are two types of Power that can be used by an object, Electric and Mechanical. The power grid displays the type and availability of the needed power for this object. If there is not enough power supply to match the power demanded, objects will become inactive.\n\nPower generators that consume fuel become inactive if there are no nearby objects demanding power. There is no need to turn them on and off to conserve fuel.\n\n  '}, {'EcopediaSection', 'Objects Containing a Fuel Supply Component\n\nAshlar Basalt Fireplace\n\nAshlar Gneiss Fireplace\n\nAshlar Granite Fireplace\n\nAshlar Limestone Fireplace\n\nAshlar Sandstone Fireplace\n\nAshlar Shale Fireplace\n\nAshlar Stone Fireplace\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nBrazier\n\nBrick Fireplace\n\nCampfire\n\nCandle Stand\n\nCast Iron Stove\n\nCeiling Candle\n\nCement Kiln\n\nCombustion Generator\n\nCrane\n\nExcavator\n\nKiln\n\nMortared Granite Fireplace\n\nMortared Limestone Fireplace\n\nMortared Sandstone Fireplace\n\nMortared Stone Fireplace\n\nOil Refinery\n\nPowered Cart\n\nSkid Steer\n\nSteam Engine\n\nSteam Tractor\n\nSteam Truck\n\nStone Brazier\n\nTallow Candle\n\nTallow Lamp\n\nTallow Wall Lamp\n\nTorch Stand\n\nTruck\n\nWall Candle\n\n'}, {'EcopediaSection', 'Objects Containing a Power Generator Component\n\nCombustion Generator\n\nSolar Generator\n\nSteam Engine\n\nWaterwheel\n\nWind Turbine\n\nWindmill\n\n'}, {'EcopediaSection', 'Objects Containing a Power Grid Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nArrastra\n\nAutomatic Loom\n\nCombustion Generator\n\nComputer Lab\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectric Wall Lamp\n\nElectric Water Pump\n\nFroth Floatation Cell\n\nJaw Crusher\n\nLaboratory\n\nLaser\n\nLathe\n\nMechanical Water Pump\n\nMill\n\nModern Double Street Light\n\nModern Street Light\n\nPump Jack\n\nRefrigerator\n\nRobotic Assembly Line\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSolar Generator\n\nSpin Melter\n\nStamp Mill\n\nSteam Engine\n\nSteel Ceiling Light\n\nSteel Floor Lamp\n\nSteel Table Lamp\n\nStove\n\nStreetlamp\n\nTransmission Pole\n\nWashing Machine\n\nWaste Filter\n\nWaterwheel\n\nWind Turbine\n\nWindmill\n\nWooden Ceiling Light\n\nWooden Floor Lamp\n\nWooden Table Lamp\n\n'}, {'EcopediaSection', 'Objects Containing a Power Consumption Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nArrastra\n\nAutomatic Loom\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectric Wall Lamp\n\nElectric Water Pump\n\nFroth Floatation Cell\n\nJaw Crusher\n\nLaboratory\n\nLaser\n\nLathe\n\nMechanical Water Pump\n\nMill\n\nModern Double Street Light\n\nModern Street Light\n\nPump Jack\n\nRefrigerator\n\nRobotic Assembly Line\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nSpin Melter\n\nStamp Mill\n\nSteel Ceiling Light\n\nSteel Floor Lamp\n\nSteel Table Lamp\n\nStove\n\nStreetlamp\n\nWashing Machine\n\nWaste Filter\n\nWooden Ceiling Light\n\nWooden Floor Lamp\n\nWooden Table Lamp\n\n'}},
        },
        ['Power Generation'] = {
                    ['displayName'] = 'Power Generation',
                    ['displayNameUntranslated'] = 'Power Generation',
                    ['summary'] = nil,
                    ['subpages'] = {'Waterwheel Item', 'Combustion Generator Item', 'Solar Generator Item', 'Steam Engine Item', 'Windmill Item', 'Wind Turbine Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Processed Rock'] = {
                    ['displayName'] = 'Processed Rock',
                    ['displayNameUntranslated'] = 'Processed Rock',
                    ['summary'] = nil,
                    ['subpages'] = {'Copper Concentrate Item', 'Crushed Basalt Item', 'Crushed Copper Ore Item', 'Crushed Gneiss Item', 'Crushed Gold Ore Item', 'Crushed Granite Item', 'Crushed Iron Ore Item', 'Crushed Limestone Item', 'Crushed Mixed Rock Item', 'Crushed Sandstone Item', 'Crushed Shale Item', 'Crushed Slag Item', 'Gold Concentrate Item', 'Iron Concentrate Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Produce'] = {
                    ['displayName'] = 'Produce',
                    ['displayNameUntranslated'] = 'Produce',
                    ['summary'] = nil,
                    ['subpages'] = {'Agave Leaves Item', 'Amanita Mushrooms Item', 'Bean Sprout Item', 'Beet Item', 'Beet Greens Item', 'Bolete Mushrooms Item', 'Cookeina Mushrooms Item', 'Corn Item', 'Crimini Mushrooms Item', 'Fiddleheads Item', 'Fireweed Shoots Item', 'Giant Cactus Fruit Item', 'Heart Of Palm Item', 'Huckleberries Item', 'Papaya Item', 'Pineapple Item', 'Prickly Pear Fruit Item', 'Pumpkin Item', 'Sunflower Item', 'Taro Root Item', 'Tomato Item', 'Wheat Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Products'] = {
                    ['displayName'] = 'Products',
                    ['displayNameUntranslated'] = 'Products',
                    ['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 Wiring Item', 'Cotton Boll Item', 'Cotton Fabric Item', 'Cotton Thread Item', 'Electric Motor Item', 'Epoxy Item', 'Fiberglass Item', 'Fur Pelt Item', 'Gearbox Item', 'Gold Flakes Item', 'Gold Wiring Item', 'Hardwood Board Item', 'Heat Sink Item', 'Iron Axle Item', 'Iron Gear Item', 'Iron Plate Item', 'Iron Saw Blade Item', 'Iron Wheel Item', 'Kelp Item', 'Leather Hide Item', 'Light Bulb Item', 'Mortar Item', 'Nail Item', 'Nylon Item', 'Nylon Fabric Item', 'Nylon Thread Item', 'Paper Item', 'Piston Item', 'Plant Fibers Item', 'Plastic Item', 'Portable Steam Engine Item', 'Quicklime Item', 'Radiator Item', 'Rebar Item', 'Rivet Item', 'Rubber Wheel Item', 'Screws Item', 'Servo Item', 'Shorn Wool Item', 'Softwood Board Item', 'Steel Axle Item', 'Steel Gear Item', 'Steel Gearbox Item', 'Steel Plate Item', 'Steel Saw Blade Item', 'Substrate Item', 'Synthetic Rubber Item', 'Valve Item', 'Wooden Wheel Item', 'Wool Fabric Item', 'Wool Yarn Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Profession Overview'] = {
                    ['displayName'] = 'Profession Overview',
                    ['displayNameUntranslated'] = 'Profession Overview',
                    ['summary'] = 'Professions grant citizens special ability and the ability to craft advanced items.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Professions are groups of similar Specialties that unlock new crafting recipes and provide abilities like reduced calorie usage when crafting or using a tool. Within each profession is a group of similar specialties.\n\n  \n\nBelow is a list of all professions and the corresponding specialties. Citizens can choose to focus on one profession or learn specialties from a variety of professions.\n\n  '}, {'EcopediaHeader', 'Carpenter'}, {'EcopediaSection', '\n\nCarpenters specialize in harvesting trees and processing the wood into furniture and building material for homes.\n\n  - Logging allows citizens to harvest trees more efficiently. In addition, Logging is used to produce Hewn Log which are the primary building material for the carpentry profession.\n\n  - Carpentry allows citizens to produce wooden furniture and Boards. By using a Sawmill, citizens with this specialty can produce Lumber.\n\n  - Composites allows citizens to use advanced technology to produce the finest quality Composite Lumber building material.\n\n  - Paper Milling allows citizens to refine wood pulp into Paper. Paper is used for some specialty furniture.\n\n'}, {'EcopediaHeader', 'Chef'}, {'EcopediaSection', '\n\nChefs specialize in cooking more nutritious food to boost the rate citizens gain experience.\n\n  - Campfire Cooking is the entry level Chef specialty that uses a Campfire to prepare basic meals.\n\n  - Cooking is the second step in the Chef profession that uses a Cast Iron Stove to produce higher quality meals.\n\n  - Baking is an alternative to Cooking that uses Flour to produce baked goods.\n\n  - Advanced Cooking is a high-level Chef profession that produces the most nutritious food.\n\n  - Advanced Baking is an alternative to Advanced Cooking that uses Leavened Dough to make high quality baked goods. \n\n '}, {'EcopediaHeader', 'Engineer'}, {'EcopediaSection', '\n\nEngineers specialize in producing vehicles and advanced crafting materials for use by other professions.\n\n  - Basic Engineering allows citizens to produce roads and carts to help with transportation. In addition, basic engineering creates the crafting tables necessary to process and smelt ore.\n\n  - Mechanics allows to citizens to create early motorized vehicles, like a Steam Truck. Mechanics provides the first source of electric power to help enable tecnological progression.\n\n  - Industry allows citizens to create advanced vehicles, like an Excavator that can quickly collect large amounts of natural resources.\n\n  - Oil Drilling allows citizens to use a Pump Jack to collect Petroleum for use in fuel and a variety of industrial projects.\n\n  - Electronics uses expensive ingredients to produce the most advanced materials needed for modern crafting projects. In addition to providing a source of green electricity, electronics is used to craft the Laser needed to save the world from the meteor.\n\n'}, {'EcopediaHeader', 'Farmer'}, {'EcopediaSection', '\n\nFarmers are specialists in agriculture. The crops they produce are a primary source of the calories needed for citizens to perform work.\n\n  - Gathering allows citizens to harvest more produce from both wild plants and human-created farms.\n\n  - Farming allows citizens to create seeds out of produce to help create large farms.\n\n  - Fertilizers allows citizens craft fertilizer and test soil conditions with a Soil Sampler.\n\n  - Milling allows citizens to process produce in a Mill for use by chefs in more advanced recipes.\n\n'}, {'EcopediaHeader', 'Hunter'}, {'EcopediaSection', '\n\nHunters are specialists at efficiently hunting animals and preparing meat for use by chefs. The two hunter specialties are closely linked as the animals hunted must be processed before the meat can be used by a chef. \n\n  - Hunting grants citizens bonus damage when hunting animals and allows them to approach animals at a closer distance without causing them to run.\n\n  - Butchery allows citizens to process animal carcasses into prepared meat for chefs. The pelts and hides they create can be used for clothing and other crafting projects.\n\n'}, {'EcopediaHeader', 'Mason'}, {'EcopediaSection', '\n\nMasons are specialists at mining and working with stone. They provide a valuable source of building material and furniture for homes. The ore they collect is used by Smiths to smelt metal bars.\n\n  -Mining allows citizens to expend less calories while mining stone and ore. Miners also process collected ore to be used for smelting.\n\n  -Masonry allows citizens to produce Mortar, a primary ingredient for most mason building materials. The Mortared Stone they produce is a great source of early housing material.\n\n  -Pottery allows citizens to craft Brick building material and furniture out of Clay.\n\n  -Glassworking allows citizens to create Glass and later Framed Glass. Glass is a nice supplemental buildling material and is used in a variety of industrial projects.\n\n  -Advanced Masonry is a high-level mason skill that produces the finest quality Ashlar Stone building material and furniture.\n\n'}, {'EcopediaHeader', 'Smith'}, {'EcopediaSection', '\n\nSmiths specialize in smelting ore and making tools for other citizens using the metal bars they create.\n\n  - Smelting allows citizens to smelt the metal bars that make up the foundation of technological advancement. The iron tools they create provide significant benefit over the early stone tools.\n\n  - Advanced Smelting allows citizens to further refine iron bars into Steel Bar for use in industry and high-tier building materials. Citizens with this specialty can use the steel they create to make more advanced tools.\n\n'}, {'EcopediaHeader', 'Tailor'}, {'EcopediaSection', '\n\nThe Tailor specializes in making high end furniture and specialized clothing that provide bonuses when worn. Unlike most professions, there is only one Tailor specialty.\n\n  - Tailoring allows citizens to create Cloth to create high quality furniture and for use in crafting projects by a variety of professions. The clothing tailors create provides citizens with special bonuses. For example, a Big Backpack has a higher maximum weight limit than the starter Basic Backpack.\n\n'}, {'EcopediaHeader', 'Survivalist'}, {'EcopediaSection', '\n\nSurvivalists specialize in carrying extra weight and reducing the calories expended when using basic tools. All citizens are survivalists in the world of Eco. \n\n   - Experience in Self Improvement is gained anytime a citizen levels up another specialty. Self-improvement has two main benefits. As citizens progress, they will have increased carry weight capacity and a larger stomach capacity for extra calories. In addition, less calories are consumed when using hammers and shovels.\n\n'}},
        },
        ['Property'] = {
                    ['displayName'] = 'Property',
                    ['displayNameUntranslated'] = 'Property',
                    ['summary'] = 'Citizens and governments may own property and determine the access rights of them.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\n    By claiming Property, citizens can protect access to plots of land, determining who is allowed to access the land and what they are allowed to do on objects contained on it.\n\n  '}, {'EcopediaHeader', 'Land Property Rights'}, {'EcopediaSection', '\n\n  Land can be claimed as property by using a Land Claim Stake and targeting an unclaimed plot of land.  When targeted, a Land Claim Paper will be consumed, and the citizen will become the owner on the deed. The property at your current position can be seen in the world panel in the bottom right of the screen, and clicking the title will open the deed.'}, {'EcopediaHeader', 'Object Property Rights'}, {'EcopediaSection', 'Objects can have their access rights set separately from the land they are on, to allow consumer access to objects that are on private land.  These settings are determined in an Authorization Component.  \n\n'}, {'EcopediaHeader', 'Deeds'}, {'EcopediaSection', 'On the deed, citizens can add and remove parties that may access the land (place or remove blocks).  The owner can also be changed by clicking the gear beside the owner name.  Note that both Demographics and Titles can both be given ownership on a deed, including Elected Titles. Structuring a government this way can allow only elected officials to have certain access rights to land.'}},
        },
        ['Raw Meat'] = {
                    ['displayName'] = 'Raw Meat',
                    ['displayNameUntranslated'] = 'Raw Meat',
                    ['summary'] = nil,
                    ['subpages'] = {'Prepared Meat Item', 'Prime Cut Item', 'Raw Bacon Item', 'Raw Fish Item', 'Raw Meat Item', 'Raw Roast Item', 'Raw Sausage Item', 'Scrap Meat Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Registrar Component'] = {
                    ['displayName'] = 'Registrar Component',
                    ['displayNameUntranslated'] = 'Registrar Component',
                    ['summary'] = 'Allows creation and management of non-elected titles.',
                    ['subpages'] = {},
                    ['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 to permission to use in the Bank Component. Wages are paid each hour (depending on World settings) into the personal account of each Title User. The Wage Type can be used to exclude offline hours from wage payments.\n\n	'}, {'EcopediaSection', 'Objects Containing a Registrar\n\nRegistrar\n\n'}},
        },
        ['Repair Component'] = {
                    ['displayName'] = 'Repair Component',
                    ['displayNameUntranslated'] = 'Repair Component',
                    ['summary'] = 'Allows citizens to repair tools.',
                    ['subpages'] = {},
                    ['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 costs will appear. Advanced tools can be repaired for less resources by citizens with the corresponding Specialty. The resources used can be manually added by a citizen or taken from a linked container in the Storage Component.\n\nThe owner of a Tool Bench can allow other citizens access to repair their own tools for a fee set in the Credit Component. When offering tool repair to the public, consumer rights must be given in the Authorization Component.\n\n  '}, {'EcopediaSection', 'Objects Containing a Repair Component\n\nTool Bench\n\n'}},
        },
        ['Reptiles'] = {
                    ['displayName'] = 'Reptiles',
                    ['displayNameUntranslated'] = 'Reptiles',
                    ['summary'] = nil,
                    ['subpages'] = {'Tortoise Species', 'Alligator Species', 'Snapping Turtle Species'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Reputation'] = {
                    ['displayName'] = 'Reputation',
                    ['displayNameUntranslated'] = 'Reputation',
                    ['summary'] = 'A value set by other citizens or from laws that represents your social standing.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Each player can affect the Reputation of any other player, which can in turn be used as a factor in laws, contracts, etc, which may query a citizens reputation and determine privileges (or lack thereof) based on the value). To set reputation on a citizen, hover over their name in chat and click their reputation listing in the tooltip (a list of all citizens can be found on the page Current Citizens).\n\n'}, {'EcopediaSection', 'Reputation is modified by a Network Multiplier, which is a calculate as +1 for every citizen giving you positive reputation, and -1 for every citizen giving you negative reputation.  This way, it becomes more beneficial to help many citizens and gain a wide-spread reputation than to focus narrowly on a few citizens.  Relative Reputation is another value that only takes into account citizens that you have given positive reputation to.\n\n'}},
        },
        ['Research'] = {
                    ['displayName'] = 'Research',
                    ['displayNameUntranslated'] = 'Research',
                    ['summary'] = 'Research creates new shareable knowledge, unlocking new types of products and abilities.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Research creates new shareable knowledge, unlocking new types of products and abilities.  It is conducted at a Research Table where you craft a skill book.  Once created, a skill book can be used to create an unlimited number of skill scrolls, which will unlock the specialty for a citizen that uses one.\n\nEach skill scroll is a one-time-use consumable that unlocks a new Specialty in whomever uses it, which must then be claimed with a level-up through the Skills system.  Using a new skill scroll also grants the citizen the benefit of a set of Property Claim Papers, which allows them to claim more land as they gain in skill.\n\n    \n\nSkill books are some of the most difficult items to create, and citizens will typically need to collaborate to acquire all the various resources and labor required to produce them.  As such, research projects are especially well-suited for Work Parties, as citizens can use them to share the work needed to create them along with the knowledge reward upon completion.\n\n  '}},
        },
        ['Research Papers'] = {
                    ['displayName'] = 'Research Papers',
                    ['displayNameUntranslated'] = 'Research Papers',
                    ['summary'] = nil,
                    ['subpages'] = {'Agriculture Research Paper Advanced Item', 'Agriculture Research Paper Modern Item', 'Culinary Research Paper Advanced Item', 'Culinary Research Paper Basic Item', 'Culinary Research Paper Modern Item', 'Dendrology Research Paper Advanced Item', 'Dendrology Research Paper Basic Item', 'Dendrology Research Paper Modern Item', 'Engineering Research Paper Advanced Item', 'Engineering Research Paper Modern Item', 'Gathering Research Paper Basic Item', 'Geology Research Paper Advanced Item', 'Geology Research Paper Basic Item', 'Geology Research Paper Modern Item', 'Metallurgy Research Paper Advanced Item', 'Metallurgy Research Paper Basic Item', 'Metallurgy Research Paper Modern Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Researching'] = {
                    ['displayName'] = 'Researching',
                    ['displayNameUntranslated'] = 'Researching',
                    ['summary'] = nil,
                    ['subpages'] = {'Laboratory Item', 'Research Table Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Residency'] = {
                    ['displayName'] = 'Residency',
                    ['displayNameUntranslated'] = 'Residency',
                    ['summary'] = 'The property where you have taken residency provides your housing points.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '  \n\nCitizens pick a primary residence to determine which deed will provide their Housing bonus. Each deed can have any number of residents, and those residents will share in an Experience boost based on the quality of the house and number of occupants.\n\n  '}, {'EcopediaSection', '\n\nAs the number of occupants increases, the occupancy penalty increases.  At small numbers of occupants (1 or 2), there is virtually no penalty, and citizens can effectively cohabitate this way and share in the benefit of a well-stocked house.  As the occupants increases beyond that (5 and above), the penalty becomes more steep, eventually topping out at 99% when the house is too overcrowded.\n\nHowever, the \'diminishing returns\' rate of rooms is favorably affected by occupancy (because three bathrooms is overkill when you live alone, but great when you have roommates).  This means that you can overcome the penalty by building a larger house, and duplicate rooms will inversely affect the occupancy bonus.\n\n  \n\nTo become a resident of a property, click the name of the property (visible on the popup status panel when you\'re in the property). From there you can become a resident (if you own the deed) as well as invite others to become residents.  These other invited citizens may then join as a resident through the same interface. You can even invite groups by specifying titles or demographics, allowing you to create housing for special classes of citizens (new players for example). You can also set the max number of occupants, to ensure that residency managed this way (by inviting large groups) doesn\'t result in overcrowded housing.\n\n'}, {'EcopediaSection', 'Permissions for Residents\n\nWhen a citizen becomes a resident of a property, they will gain a special set of permissions, even if they don\'t otherwise have access to the property, known as Resident Rights. These rights are as follows:\n\n  - Pre-furnished rooms supported: Residents can access all world objects on the property as consumers.\n\n  - You can move in your own stuff: Residents may place objects anywhere on the property (but not blocks).\n\n  - No stealing the furniture that came with the place allowed: Residents may pick up world objects only if they originally placed them.  \n\nRent\n\nAfter inviting residents, deeds can be offered for rent to allow automatic rent collection agreements between citizens. When renting a property, the tenant gains residency on the deed and receives all associated housing bonuses and permissions. When offering a property for rent, an hourly rate is set with an optional move-in fee. The agreement can be customized to determine if offline hours will require payment. \n\nAvailable properties for rent can be found in the Economy Viewer. Once accepted, the rent will have a locked rate until either party ends the rental agreement.\n\n'}},
        },
        ['Roads'] = {
                    ['displayName'] = 'Roads',
                    ['displayNameUntranslated'] = 'Roads',
                    ['summary'] = nil,
                    ['subpages'] = {'Dirt Ramp Item', 'Stone Ramp Item', 'Dirt Road Item', 'Stone Road Item', 'Asphalt Concrete Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Rooms'] = {
                    ['displayName'] = 'Rooms',
                    ['displayNameUntranslated'] = 'Rooms',
                    ['summary'] = 'Rooms protect you and your equipment from the elements, providing skill points and allowing equipment to function.',
                    ['subpages'] = {},
                    ['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 a house for example will provide much more benefit than a dirt hovel.\n\nFurnishings and Room Types\n\nBy claiming land and building rooms on it, you will begin to gain additional experience, which persists even when offline.  Adding additional types of rooms and furnishings for those rooms will increase it further.  Each type of furniture is associated with a kind of room: Bathroom, Bedroom, Kitchen, or General (displayed on the tooltip of the item).  The room type will be determined by whichever category you have the highest contribution of furnishings from.  Each room will have its value calculated by summing all the furnishings inside it.\n\nRepeats of the same furniture inside a room or repeats of the same room type in a house will give you diminishing returns; that is, you will still get housing points for them, but not as many as the first.   Eventually the point gain will be negligible, and it won’t be worth it to add any more of that type of furniture or room to the house.  For example, your 12th bathroom is going to add much less value to your house than your first one.\n\nRoom Material Quality\n\nThe average tier of the room material will also determine your housing value, by setting a soft cap.  Once your room value has exceeded the soft cap for the room, then you will get diminishing returns for additional housing points.  When this happens, it may be time to renovate the materials of the room.\n\n'}},
        },
        ['Seating'] = {
                    ['displayName'] = 'Seating',
                    ['displayNameUntranslated'] = 'Seating',
                    ['summary'] = nil,
                    ['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', 'Padded Chair Item', 'Softwood Lumber Bench Item', 'Softwood Lumber Chair Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Sewage'] = {
                    ['displayName'] = 'Sewage',
                    ['displayNameUntranslated'] = 'Sewage',
                    ['summary'] = 'Certain objects require sewage systems to supply water and remove wastewater.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\nMany industrial and housing objects require sewage support to function.  Typically, this means requiring water as an input, and an output for waste water.  Every object that has a Pipe Component will need a sewage connection.\n\nSewage systems are created by connecting a Mechanical Water Pump or Electric Water Pump to a water source, and then building Pipes between the different objects that need supplying.  On the waste side, pipes will take the waste water from the object to either dump it into the environment (producing Pollution at the exit point), or process it at a Waste Filter, which will generate Compost from the wastewater.\n\nPipes will automatically connect to any adjacent pipe block of the same type.  To make sewage systems with different pipes in close proximity, use different materials of pipes.\n\n'}, {'EcopediaSection', ''}},
        },
        ['Signs'] = {
                    ['displayName'] = 'Signs',
                    ['displayNameUntranslated'] = 'Signs',
                    ['summary'] = nil,
                    ['subpages'] = {'Hanging Long Steel Sign Item', 'Hanging Steel Framed Sign Item', 'Hanging Steel Mine Sign Item', 'Hanging Steel Plain Sign Item', 'Hanging Steel Shop Sign Item', 'Large Hanging Ashlar Basalt Sign Item', 'Large Hanging Ashlar Gneiss Sign Item', 'Large Hanging Ashlar Granite Sign Item', 'Large Hanging Ashlar Limestone Sign Item', 'Large Hanging Ashlar Sandstone Sign Item', 'Large Hanging Ashlar Shale Sign Item', 'Large Hanging Ashlar Stone Sign Item', 'Large Hanging Birch Sign Item', 'Large Hanging Cedar Sign Item', 'Large Hanging Ceiba Sign Item', 'Large Hanging Fir Sign Item', 'Large Hanging Hardwood Sign Item', 'Large Hanging Joshua Sign Item', 'Large Hanging Lumber Sign Item', 'Large Hanging Mortared Granite Sign Item', 'Large Hanging Mortared Limestone Sign Item', 'Large Hanging Mortared Sandstone Sign Item', 'Large Hanging Mortared Stone Sign Item', 'Large Hanging Oak Sign Item', 'Large Hanging Palm Sign Item', 'Large Hanging Redwood Sign Item', 'Large Hanging Saguaro Sign Item', 'Large Hanging Softwood Sign Item', 'Large Hanging Spruce Sign Item', 'Large Standing Ashlar Basalt Sign Item', 'Large Standing Ashlar Gneiss Sign Item', 'Large Standing Ashlar Granite Sign Item', 'Large Standing Ashlar Limestone Sign Item', 'Large Standing Ashlar Sandstone Sign Item', 'Large Standing Ashlar Shale Sign Item', 'Large Standing Ashlar Stone Sign Item', 'Large Standing Birch Sign Item', 'Large Standing Cedar Sign Item', 'Large Standing Ceiba Sign Item', 'Large Standing Fir Sign Item', 'Large Standing Hardwood Sign Item', 'Large Standing Joshua Sign Item', 'Large Standing Lumber Sign Item', 'Large Standing Mortared Granite Sign Item', 'Large Standing Mortared Limestone Sign Item', 'Large Standing Mortared Sandstone Sign Item', 'Large Standing Mortared Stone Sign Item', 'Large Standing Oak Sign Item', 'Large Standing Palm Sign Item', 'Large Standing Redwood Sign Item', 'Large Standing Saguaro Sign Item', 'Large Standing Softwood Sign Item', 'Large Standing Spruce Sign Item', 'Small Hanging Ashlar Basalt Sign Item', 'Small Hanging Ashlar Gneiss Sign Item', 'Small Hanging Ashlar Granite Sign Item', 'Small Hanging Ashlar Limestone Sign Item', 'Small Hanging Ashlar Sandstone Sign Item', 'Small Hanging Ashlar Shale Sign Item', 'Small Hanging Ashlar Stone Sign Item', 'Small Hanging Birch Sign Item', 'Small Hanging Cedar Sign Item', 'Small Hanging Ceiba Sign Item', 'Small Hanging Fir Sign Item', 'Small Hanging Hardwood Sign Item', 'Small Hanging Joshua Sign Item', 'Small Hanging Lumber Sign Item', 'Small Hanging Mortared Granite Sign Item', 'Small Hanging Mortared Limestone Sign Item', 'Small Hanging Mortared Sandstone Sign Item', 'Small Hanging Mortared Stone Sign Item', 'Small Hanging Oak Sign Item', 'Small Hanging Palm Sign Item', 'Small Hanging Redwood Sign Item', 'Small Hanging Saguaro Sign Item', 'Small Hanging Softwood Sign Item', 'Small Hanging Spruce Sign Item', 'Small Standing Ashlar Basalt Sign Item', 'Small Standing Ashlar Gneiss Sign Item', 'Small Standing Ashlar Granite Sign Item', 'Small Standing Ashlar Limestone Sign Item', 'Small Standing Ashlar Sandstone Sign Item', 'Small Standing Ashlar Shale Sign Item', 'Small Standing Ashlar Stone Sign Item', 'Small Standing Birch Sign Item', 'Small Standing Cedar Sign Item', 'Small Standing Ceiba Sign Item', 'Small Standing Fir Sign Item', 'Small Standing Hardwood Sign Item', 'Small Standing Joshua Sign Item', 'Small Standing Lumber Sign Item', 'Small Standing Mortared Granite Sign Item', 'Small Standing Mortared Limestone Sign Item', 'Small Standing Mortared Sandstone Sign Item', 'Small Standing Mortared Stone Sign Item', 'Small Standing Oak Sign Item', 'Small Standing Palm Sign Item', 'Small Standing Redwood Sign Item', 'Small Standing Saguaro Sign Item', 'Small Standing Softwood Sign Item', 'Small Standing Spruce Sign Item', 'Standing Glass Sign Item', 'Standing Long Steel Sign Item', 'Standing Steel Brick Sign Item', 'Street Sign Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Skill Books'] = {
                    ['displayName'] = 'Skill Books',
                    ['displayNameUntranslated'] = 'Skill Books',
                    ['summary'] = nil,
                    ['subpages'] = {'Advanced Baking Skill Book', 'Advanced Cooking Skill Book', 'Advanced Masonry Skill Book', 'Advanced Smelting Skill Book', 'Baking Skill Book', 'Basic Engineering Skill Book', 'Butchery Skill Book', 'Carpentry Skill Book', 'Composites Skill Book', 'Cooking Skill Book', 'Cutting Edge Cooking Skill Book', 'Electronics Skill Book', 'Farming Skill Book', 'Fertilizers Skill Book', 'Glassworking Skill Book', 'Industry Skill Book', 'Masonry Skill Book', 'Mechanics Skill Book', 'Milling Skill Book', 'Oil Drilling Skill Book', 'Paper Milling Skill Book', 'Pottery Skill Book', 'Smelting Skill Book', 'Tailoring Skill Book'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Skills Overview'] = {
                    ['displayName'] = 'Skills Overview',
                    ['displayNameUntranslated'] = 'Skills Overview',
                    ['summary'] = 'The skill system allows citizens to specialize in specific trades.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Central to a thriving economy is the ability to specialize and trade, thereby working more efficiently than if you attempted to do everything yourself.  Achieving a successful society depends on successfully accomplishing both.  \n\n    \n\n    A citizen\'s skills give them unique abilities and enhancements, which allows them to Trade with other citizens having different skills in the economy. As you gain Experience, you can unlock new Specialties and level-up existing ones.  The experience you gain is multiplied by your Nutrition and Housing.    \n\n  '}},
        },
        ['Smith'] = {
                    ['displayName'] = 'Smith',
                    ['displayNameUntranslated'] = 'Smith',
                    ['summary'] = 'Smiths smelt ore into metal bars and create advanced tools.',
                    ['subpages'] = {'Advanced Smelting Skill', 'Smelting Skill'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Smiths smelt concentrated ore into metal bars that can be used by a variety of professions. In addition, Smiths create superior tools that help citizens work more productively.\n\n  \n\n- Smelting are specialists at making the metal bars that make up the foundation of technological advancement. The iron tools they create provide significant benefit over the early stone tools.\n\n- Advanced Smelting allows citizens to further refine iron bars into Steel Bar for use in industry and high-tier building materials. Citizens with this specialty can use the steel they create to even more modern tools than the iron tools created by basic smelting.\n\n  '}},
        },
        ['Specialties'] = {
                    ['displayName'] = 'Specialties',
                    ['displayNameUntranslated'] = 'Specialties',
                    ['summary'] = 'Specialties can be gained by collecting Character Experience, and each specialty will unlock new unique abilities.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\n    Specialties are unlocked as you level-up from Character Experience.  Each specialty (represented with a star) will unlock new abilities you can use.\n\nProfessions and Specialties\n\nProfessions are simply groupings of skills, and don’t serve any other purpose besides storing similar skills together.\n\nSpecialties are each contained under a profession and require two steps to gain.\n\n1. First, you must read a skill scroll for the skill.\n\n2. Next, you must spend a star to take the specialty.\n\nOnce you have chosen the specialty, you gain the base-level abilities associated with it. As you perform actions related to that specialty, you will gain Specialty Experience, leveling up the specialty and unlocking new abilities to it.\n\nYou can see the spread of specialties that other citizens have chosen on the skill selection dialog, and it is often a good idea to choose specialties that other players have not chosen or leveled up. This will allow you to each perform your own specialties and Trade with each other for a net gain.\n\n'}},
        },
        ['Specialty'] = {
                    ['displayName'] = 'Specialty',
                    ['displayNameUntranslated'] = 'Specialty',
                    ['summary'] = nil,
                    ['subpages'] = {'Fish Trap Item', 'Waste Filter Item', 'Industrial Elevator Item', 'Wooden Elevator Item', 'Computer Lab Item', 'Electric Water Pump Item', 'Elevator Call Post Item', 'Laser Item', 'Mechanical Water Pump Item', 'Transmission Pole Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Specialty Upgrades'] = {
                    ['displayName'] = 'Specialty Upgrades',
                    ['displayNameUntranslated'] = 'Specialty Upgrades',
                    ['summary'] = nil,
                    ['subpages'] = {'Advanced Baking Upgrade Item', 'Advanced Cooking Upgrade Item', 'Advanced Masonry Upgrade Item', 'Advanced Smelting Upgrade Item', 'Baking Upgrade Item', 'Basic Engineering Upgrade Item', 'Butchery Upgrade Item', 'Campfire Cooking Upgrade Item', 'Carpentry Advanced Upgrade Item', 'Carpentry Basic Upgrade Item', 'Composites Upgrade Item', 'Cooking Upgrade Item', 'Cutting Edge Cooking Upgrade Item', 'Electronics Upgrade Item', 'Farming Upgrade Item', 'Fertilizers Upgrade Item', 'Glassworking Advanced Upgrade Item', 'Glassworking Modern Upgrade Item', 'Industry Upgrade Item', 'Logging Advanced Upgrade Item', 'Logging Basic Upgrade Item', 'Masonry Advanced Upgrade Item', 'Masonry Basic Upgrade Item', 'Mechanics Advanced Upgrade Item', 'Mechanics Modern Upgrade Item', 'Milling Upgrade Item', 'Mining Advanced Upgrade Item', 'Mining Basic Upgrade Item', 'Mining Modern Upgrade Item', 'Oil Drilling Upgrade Item', 'Paper Milling Upgrade Item', 'Pottery Upgrade Item', 'Smelting Upgrade Item', 'Tailoring Modern Upgrade Item', 'Tailoring Upgrade Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Statistics'] = {
                    ['displayName'] = 'Statistics',
                    ['displayNameUntranslated'] = 'Statistics',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Status Component'] = {
                    ['displayName'] = 'Status Component',
                    ['displayNameUntranslated'] = 'Status Component',
                    ['summary'] = 'Displays if an object is active or inactive and why.',
                    ['subpages'] = {},
                    ['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	'}},
        },
        ['Stone'] = {
                    ['displayName'] = 'Stone',
                    ['displayNameUntranslated'] = 'Stone',
                    ['summary'] = nil,
                    ['subpages'] = {'Basalt Item', 'Gneiss Item', 'Granite Item', 'Limestone Item', 'Sandstone Item', 'Shale Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Storage'] = {
                    ['displayName'] = 'Storage',
                    ['displayNameUntranslated'] = 'Storage',
                    ['summary'] = nil,
                    ['subpages'] = {'Large Lumber Stockpile Item', 'Lumber Stockpile Item', 'Small Stockpile Item', 'Stockpile Item', 'Storage Chest Item', 'Storage Silo Item', 'Tiny Stockpile Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Storage Component'] = {
                    ['displayName'] = 'Storage Component',
                    ['displayNameUntranslated'] = 'Storage Component',
                    ['summary'] = 'Manages inventory and allows linking storage to other objects.',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'LinkComponent'},
                    ['sectionsText'] = {{'EcopediaSection', 'The Storage Component is used to manage the inventory of storage containers and link them to objects that need storage.\n\n  '}, {'EcopediaHeader', 'Managing Storage'}, {'EcopediaSection', '\n\nInventory can be moved between containers by dragging stacks of items from one container to another.\n\nHolding down the \'Shift\' key while dragging items will move all stacks of the same item between containers. Right clicking a stack of items will allow a player to divide a stack into smaller quantities. Holding down ‘Ctrl’ when clicking a stack of items will split the stack in half.\n\nSome storage containers, like a Stockpile, can contain any type of item. Other storage containers, like a Storage Chest, can only contain non-carriable items.\n\n  '}, {'EcopediaHeader', 'Linking Storage Containers'}, {'EcopediaSection', '\n\nAn object can be linked to containers in the Storage Component by selecting the check box for the container. Once linked, the object gain access to all items in the containers and can use the container for storage. When linking storage containers, the topmost container in the Storage Component will be used first for storage.  The order can be changed by clicking and dragging the storage displays in the list. \n\n  '}, {'EcopediaSection', 'Objects Containing a Link Component\n\nAdvanced Carpentry Table\n\nAdvanced Masonry Table\n\nAdvanced Tailoring Table\n\nAnvil\n\nArrastra\n\nAshlar Basalt Fireplace\n\nAshlar Gneiss Fireplace\n\nAshlar Granite Fireplace\n\nAshlar Limestone Fireplace\n\nAshlar Sandstone Fireplace\n\nAshlar Shale Fireplace\n\nAshlar Stone Fireplace\n\nAssembly Line\n\nAutomatic Loom\n\nBakery Oven\n\nBlast Furnace\n\nBloomery\n\nBookshelf\n\nBrazier\n\nBrick Fireplace\n\nButchery Table\n\nCampfire\n\nCampsite\n\nCapitol\n\nCarpentry Table\n\nCast Iron Stove\n\nCement Kiln\n\nCombustion Generator\n\nComputer Lab\n\nDistribution Station\n\nElectric Lathe\n\nElectric Machinist Table\n\nElectric Planer\n\nElectric Stamping Press\n\nElectronics Assembly\n\nFarmers Table\n\nFish Trap\n\nFishery\n\nFroth Floatation Cell\n\nIcebox\n\nJaw Crusher\n\nKiln\n\nKitchen\n\nLaboratory\n\nLarge Lumber Stockpile\n\nLathe\n\nLoom\n\nLumber Stockpile\n\nMachinist Table\n\nMasonry Table\n\nMill\n\nMint\n\nMortared Granite Fireplace\n\nMortared Limestone Fireplace\n\nMortared Sandstone Fireplace\n\nMortared Stone Fireplace\n\nOil Refinery\n\nRound Pot\n\nSquare Pot\n\nPump Jack\n\nRefrigerator\n\nResearch Table\n\nRobotic Assembly Line\n\nRocker Box\n\nRolling Mill\n\nSawmill\n\nScreening Machine\n\nScrew Press\n\nSensor Based Belt Sorter\n\nShaper\n\nShelf Cabinet\n\nSmall Stockpile\n\nSpin Melter\n\nStamp Mill\n\nSteam Engine\n\nStockpile\n\nStone Brazier\n\nStorage Chest\n\nStorage Silo\n\nStore\n\nStove\n\nTailoring Table\n\nTallow Candle\n\nTallow Lamp\n\nTallow Wall Lamp\n\nTiny Stockpile\n\nTool Bench\n\nTorch Stand\n\nWainwright Table\n\nWaste Filter\n\nWorkbench\n\n'}},
        },
        ['Store Component'] = {
                    ['displayName'] = 'Store Component',
                    ['displayNameUntranslated'] = 'Store Component',
                    ['summary'] = 'Sets up an interface for other citizens to buy and sell goods from/to you automatically.',
                    ['subpages'] = {},
                    ['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 '}, {'EcopediaSection', 'Objects Containing a Store Component\n\nStore\n\n'}},
        },
        ['Survivalist'] = {
                    ['displayName'] = 'Survivalist',
                    ['displayNameUntranslated'] = 'Survivalist',
                    ['summary'] = 'Survialists expend less calories when using basic tools and have increased carrying weight.',
                    ['subpages'] = {'Self Improvement Skill'},
                    ['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  '}},
        },
        ['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'] = {
                    ['displayName'] = 'Tags',
                    ['displayNameUntranslated'] = 'Tags',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Tailor'] = {
                    ['displayName'] = 'Tailor',
                    ['displayNameUntranslated'] = 'Tailor',
                    ['summary'] = 'Tailors work with cloth to make clothing and high-end furniture for other citizens.',
                    ['subpages'] = {'Tailoring Skill'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Tailors work with cloth to make clothing and high-end furniture for other citizens. Unlike other professions, the Tailor profession has only one specialty.\n\n	\n\nTailoring allows citizens to create Cloth for use in crafting projects by a variety of professions. The clothing tailors creates provides citizens with special bonuses. For example, a Big Backpack has a higher maximum weight limit than the starter Basic Backpack.\n\n	'}},
        },
        ['Taxes'] = {
                    ['displayName'] = 'Taxes',
                    ['displayNameUntranslated'] = 'Taxes',
                    ['summary'] = 'Tax can be taken from the economy to fund publics works project as well as incentivize or disincentivize economic activity.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'For the good of the people, or at least the enrichment of the government, taxes can be levied on many actions in Eco.\n\n  \n\nTreasury Taxes\n\nAt a Treasury, Taxes can be set on a variety of actions:\n\n - Sales Tax.  Tax applied to the sale of goods at a store.\n\n - Crafting Fee Tax. Tax applied to the fees taken from sharing your crafting station.\n\n - Contract Tax. Taxes taken from payments made through contracts and work parties.\n\n - Direct Transfer Tax. Taxes taken from transfers between players.\n\n - Self Direct Transfer Tax. Taxes taken when transferring to an account you have access to (to optionally protect against tax avoidance loopholes).\n\nOnly a citizen holding an Elected Title who has been granted the right to ‘Set Taxes at the Treasury’ may adjust these rates.  All taxes taken from these settings will be stored in the special ‘Treasury’ bank account.  Allocation may be made out of this special bank account into others through commands on the treasury.\n\nLaw Taxes\n\nTaxes can also be set through Laws, which can have their amounts and destinations determined dynamically. The bank account they are placed in can also be determined, allowing for the funding of specific funds for specific purposes, stored in bank accounts accessible to a limited number of people only.  Using the law system, these taxes can be very specifically targeted and adjusted based on the actions that are happening.\n\nFor example, a \'Minister of Transportation\' Elected Title position could be created, having sole access to a Transportation Fund Bank Account.  A law could then be created to tax the production and trade of fuel, with proceeds going into the Transportation Fund, where the currently elected Minister of Transportation can use them to fund new roadbuilding Work Parties.\n\n'}},
        },
        ['Text Component'] = {
                    ['displayName'] = 'Text Component',
                    ['displayNameUntranslated'] = 'Text Component',
                    ['summary'] = 'Allows citizens write text that is displayed to other citizens.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'The Text Component allows a citizen to write text that is displayed on a world object for other citizens to read.'}, {'EcopediaSection', '\n\nThe Text Component can be found on Signs, Vehicles, and the Distribution Station.\n\n  \n\nText can be useful for giving directions, advertising, or just writing a friendly greeting\n\nFor those familar with text markup, a variety of tags may be used to alter the size, color, and formatting of text.\n\n'}},
        },
        ['The Arc of Progress'] = {
                    ['displayName'] = 'The Arc of Progress',
                    ['displayNameUntranslated'] = 'The Arc of Progress',
                    ['summary'] = 'Your journey in Eco.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaQuote', ''}, {'EcopediaSection', '\n\n  Eco is a world bookended by two threats: Environmental collapse, and the ever-looming Meteor.\n\n  \n\nTo succeed, you\'ll need to progress through the ages, advancing science and industry to a level that can destroy the meteor without causing ecological collapse in the process.  You will do this as an individual member of a larger society, and the creation of a positive interplay between individual needs and societal needs is critical to success.  \n\nYour focus in Eco will be on managing your individual progress while simultaneously working to progress the Economy as a whole and doing so inside a rich Ecosystem of plants and animals that are affected by what you do.  \n\nTo aid in creating a positive relationship between this triangle of Individuals, Economy, and Ecosystem, you have the tools of Government at your disposal. You can set binding Laws that determine what is allowed and run for Election to gain governmental powers to make changes and guide society.\n\n But first matters first, you\'ll need to take care of your basic needs before you can save the world.  To do that, you\'ll start with Food and Shelter.'}},
        },
        ['The Eco Tree'] = {
                    ['displayName'] = 'The Eco Tree',
                    ['displayNameUntranslated'] = 'The Eco Tree',
                    ['summary'] = 'Follow the development of Eco.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', '\n\n    We intend Eco to be a forever-game, growing in depth and breadth and connections to other future games, a system of unlimited possibilities that aims to go beyond entertainment.  This tree contains the past, present, and future of Eco.\n\n    Via our website, you can view all the interactive parts of the tree and see where we\'re headed and the guiding philosophy behind the game.\n\n  '}, },
        },
        ['The Meteor'] = {
                    ['displayName'] = 'The Meteor',
                    ['displayNameUntranslated'] = 'The Meteor',
                    ['summary'] = 'A looming threat from above.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'The world has been given an expiration date, a meteor in a collapsing orbit around the globe, set to collide in 30 real-time days, destroying everything on it in the process.  \n\n  \n\nHowever, hope is not lost, for with the right technology this crisis can be prevented. By working together to generate a thriving Economy and advance progress with Research, humanity has a chance to build the Laser needed to destroy this threat.\n\nIt will not be an easy task, and the industry required to reach such levels of advancement will pose a real threat to the Ecosystem.  To combat this and avoid falling victim to an ecological collapse of your own creation, a well-regulated Government must be designed, implemented, and created by its citizens.\n\nThe fate of the world depends on its citizens acting together in harmony with the ecosystem to achieve great technological feats, and only through studied collaboration can they succeed.\n\n  '}},
        },
        ['Titles'] = {
                    ['displayName'] = 'Titles',
                    ['displayNameUntranslated'] = 'Titles',
                    ['summary'] = 'Positions which can hold one or more citizens.  Used for designating permissions and paying wages.',
                    ['subpages'] = {},
                    ['associatedTypes'] = {'AppointedTitle', 'ElectedTitle'},
                    ['sectionsText'] = {{'EcopediaSection', 'Titles are used for designating a group of users, then referencing that group in other things like permissions.  They are different from Demographics in that Titles are specified directly by citizens, while the citizens within a demographic are automatically defined based on a citizen-defined condition.\n\nThere are two types of Titles available:\n\n - Regular Titles. These can be created and managed by anyone at a Registrar.  There, the citizen can set which other citizens can assign the role (managers) and which are occupying the role.\n\n - Elected Titles. These titles can only be elected (or appointed) and are created at a Government Office.  The properties of the government office determine what kind of Election is needed to elect the given position.  Elected Titles can only be left if they are forcibly removed from office, if they resign (both performed at a Ballot Box, or if their term ends as defined in the position’s term limits.\n\nElected Titles give a lot of flexibility in defining the governance of a world, and privileges can be tied directly to these accounts. For example, a tax law could be created that taxes vehicle usage and puts it into a fund that only the Elected Title ‘Minister of Transportation’ has access to. If there is another election for that position and it changes leaders, then the former citizen will automatically lose access to the account.\n\nBy setting requirements on the Elected Title, you can ensure the continued good governance by citizens holding office. For example, you could place a requirement that all occupants of a given office are part of the \'Active\' demographic may hold it. If an office holder becomes inactive, they will then automatically be removed from office and a specified successor put in their position.\n\nTitles can also have wages set on them. Wages are paid periodically as long as a citizen continues to occupy the title (and the payer has funds).\n\n  '}},
        },
        ['Tools'] = {
                    ['displayName'] = 'Tools',
                    ['displayNameUntranslated'] = 'Tools',
                    ['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'},
                    ['associatedTypes'] = {'DrillItem'},
                    ['sectionsText'] = {},
        },
        ['Trade'] = {
                    ['displayName'] = 'Trade',
                    ['displayNameUntranslated'] = 'Trade',
                    ['summary'] = 'Trade between citizens of different abilities and possessing different goods is the backbone of the economy.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Trade with your fellow citizens is essential in Eco, as each player has a set of Specialties that they can contribute to most effectively while trading with other citizens who are skilled in professions in which they are not. \n\n - Trades can be setup at a Store Component, listing buy/sell prices for the different goods you would like.  Citizens can then buy and sell goods to you asynchronously, without being present.\n\n - Trade of labor can happen through Contracts and Work Parties, allowing players to perform work for payment within agreed upon terms.  This can be performed asynchronously as well.\n\n - Trade of currencies can happen at a Currency Exchange, listing buy/sell prices for exchanges of different currencies.\n\n - Trade is facilitated by Transport and building transportation infrastructure between the burgeoning hubs of your civilization will greatly promote the ability to trade.\n\n - Trade is subject to Taxes, set by the Government, which can either promote or reduce the value of certain trades.\n\n'}},
        },
        ['Transport'] = {
                    ['displayName'] = 'Transport',
                    ['displayNameUntranslated'] = 'Transport',
                    ['summary'] = 'With resources and their usage spread out across the world, transforming the world by building transportation infrastructure becomes necessary.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'With resources spread out through the world and the locations where they are collected and processed differing from where they’re used, transport becomes a critical factor to success in Eco.\n\nTo efficiently transform materials, you’ll need to create vehicles to carry them, and those require flattening the ground into roads.  Using a Stone Road Tool you can flatten ground and make it usable be vehicles, and with ramps you can make gentle slopes that vehicles can travel on.  More advanced vehicles will require mode advanced roads to travel efficiently, and roads will need to be upgraded periodically as new technology comes available.\n\nBuilding roads between villages and resource caches will take time and the effort of many citizens, and is a great candidate for public works projects funded by Taxes and built using Work Parties.  As the world progresses in technology, more and more transportation infrastructure will be created to aid the flow of commerce, eventually growing to a point where the road construction and vehicle usage will create an impact on the environment.  Careful management of this influence will be key to preserving the ecosystems that they pass through.\n\n'}},
        },
        ['Treasury Component'] = {
                    ['displayName'] = 'Treasury Component',
                    ['displayNameUntranslated'] = 'Treasury Component',
                    ['summary'] = 'Allows citizens holding an Elected Title with tax permission to set taxes and select the World Default Currency.',
                    ['subpages'] = {},
                    ['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 contain the Credit Component. Citizens can still choose to use any currency in a Trade, but having a World Default Currency makes it is easier to establish an economy with a common currency.'}, {'EcopediaHeader', 'Direct Taxes'}, {'EcopediaSection', 'Elected Titles with rights to \'Set Taxes at the Treasury\' can tax or allocate funds directly from citizens. This is done through managing the desired currency and selecting which citizens the action will apply to. An elected title must always give a reason why they are performing this action that is displayed to all citizens.\n\n	  \n\nTreasury management also includes the option to dump currency from the Treasury account. This will remove the currency permanently, so take care when using this ability on backed currencies.\n\n	  '}, {'EcopediaSection', 'Objects Containing a Treasury Component\n\nTreasury\n\n'}},
        },
        ['Trees'] = {
                    ['displayName'] = 'Trees',
                    ['displayNameUntranslated'] = 'Trees',
                    ['summary'] = nil,
                    ['subpages'] = {'Birch Species', 'Cedar Species', 'Ceiba Species', 'Fir Species', 'Joshua Species', 'Oak Species', 'Old Growth Redwood Species', 'Palm Species', 'Redwood Species', 'Saguaro Cactus Species', 'Spruce Species'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Using Tools'] = {
                    ['displayName'] = 'Using Tools',
                    ['displayNameUntranslated'] = 'Using Tools',
                    ['summary'] = 'Having access to the best tools allow you to achieve the most progress.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'Through the use of tools, citizens can build great structures and move mountains.  The starting tools will allow you to effect small change only, but as technology advances you will gain tools that can perform batch operations, and eventually Vehicle that can make massive transformations to the world. '}, {'EcopediaSection', 'There are a number of different tool types available:\n\n  - Building Tools.  Hammers will allow you to place construction materials in \'Forms\', shovels allow moving soil.  \n\n  - Farming Tools.  Plowing, planting, and sowing all have tools to increase their efficiency.\n\n  - Transport Tools.  Vehicles and tools for constructing roads are especially are useful for transporting goods.\n\n  - Harvesting Tools.  These tools allow collection of resources from the ecosystem.\n\n  - Hunting Tools.  Hunting animals for food requires specialized tools.\n\n  \n\nTools that are manually powered require Calories, affecting your Nutrition.\n\nAll tools have Durability associated with them, which drops as they are used.  Once a tool has lost its durability, it will take a tremendous amount of calories to use, and should be repaired at a Repair Table.\n\n  '}},
        },
        ['Vehicle Component'] = {
                    ['displayName'] = 'Vehicle Component',
                    ['displayNameUntranslated'] = 'Vehicle Component',
                    ['summary'] = 'Vehicles can be used for performing a variety of tasks.',
                    ['subpages'] = {},
                    ['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'}, {'EcopediaSection', 'Objects Containing a Vehicle Component\n\nCrane\n\nExcavator\n\nHand Plow\n\nPowered Cart\n\nSkid Steer\n\nSmall Wood Cart\n\nSteam Tractor\n\nSteam Truck\n\nTruck\n\nWheelbarrow\n\nWood Cart\n\n'}},
        },
        ['Vehicles'] = {
                    ['displayName'] = 'Vehicles',
                    ['displayNameUntranslated'] = 'Vehicles',
                    ['summary'] = nil,
                    ['subpages'] = {'Crane Item', 'Excavator Item', 'Skid Steer Item', 'Hand Plow Item', 'Powered Cart Item', 'Small Wood Cart Item', 'Steam Tractor Item', 'Steam Truck Item', 'Truck Item', 'Wheelbarrow Item', 'Wood Cart Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Washroom'] = {
                    ['displayName'] = 'Washroom',
                    ['displayNameUntranslated'] = 'Washroom',
                    ['summary'] = nil,
                    ['subpages'] = {'Bathtub Item', 'Latrine Item', 'Sink Item', 'Small Sink Item', 'Toilet Item', 'Washboard Item', 'Washing Machine Item'},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Work Orders'] = {
                    ['displayName'] = 'Work Orders',
                    ['displayNameUntranslated'] = 'Work Orders',
                    ['summary'] = nil,
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {},
        },
        ['Work Parties'] = {
                    ['displayName'] = 'Work Parties',
                    ['displayNameUntranslated'] = 'Work Parties',
                    ['summary'] = 'Work Parties are joint agreements by a number of players to perform a given task, with compensation being distributed in various ways.',
                    ['subpages'] = {},
                    ['associatedTypes'] = nil,
                    ['sectionsText'] = {{'EcopediaSection', 'A Work Party is an agreement among multiple citizens to perform work.  They are started by an individual citizen by visiting a Contract Board after creating a work order.\n\nThe citizen issuing a Work Party can define the various parameters of the work, which includes:\n\n - The work orders to be completed.\n\n - What is required of citizens who want to join the work party.\n\n - What payment will be given to people who participate.\n\n - How that payment will be distributed.\n\n - How that payment will be distributed.\n\nWork parties are especially useful for performing Research. A citizen can setup a research project, costing a large amount of resources, and attach a work party to it. Citizens can then automatically join the work party (even when the issuing citizen is offline, if they meet the designated requirements) and start performing the task.\n\nPayment can take a variety of forms:\n\n- Currency, distributed based on how much work is performed, either immediately or upon completion.\n\n- Reputation, given from the work party creator to the laborer (subject to the daily limits of reputation that may be given).\n\n- Knowledge of a specific specialty (the same effect as reading a skill-scroll). For this benefit, the work party creator must possess the skill book for the specialty, or it must be crafted in one of the work orders of the party.\n\n- Granting a Title, which can give them new privileges for accessing property and other abilities.\n\nThe economy of Eco is focused not just on trading of goods but trading of labor, and work parties make it easy to farm out many kinds of work to the general populace.\n\n  '}},
        },
    },
}