From fc6ac2db3b68fd192e2f247af136128057f7ec14 Mon Sep 17 00:00:00 2001 From: Leo Z Date: Mon, 2 Sep 2024 17:54:19 -0500 Subject: [PATCH] Text fixes --- MagixData.js | 4 ++-- localDevelopment.js | 2 +- magix-wiki.html | 4 ++-- magix.js | 36 +++++++++++++++++------------------- magixUtils.js | 2 +- 5 files changed, 23 insertions(+), 25 deletions(-) diff --git a/MagixData.js b/MagixData.js index 138780a..fae6c75 100644 --- a/MagixData.js +++ b/MagixData.js @@ -1,2 +1,2 @@ -const civ1Object = JSON.parse(`{"achievements":[{"name":"mausoleum","displayName":"Mausoleum","desc":"You have been laid to rest in the Mausoleum, an ancient monument made out of stone that takes root in archaic religious thought.","tier":1,"visible":true,"icon":[1,14],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":900},{"type":"addFastTicksOnResearch","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":0},{"name":"heavenly","displayName":"Heavenly","desc":"Finish the Temple of Deities wonder.
Note: You won't need to ascend. //Unlike Babel's story, languages weren't swapped by any God or Gods.","tier":2,"visible":true,"icon":[1,11,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":1},{"name":"deadly, revenantic","displayName":"Deadly, revenantic","desc":"You escaped and your soul got escorted right into the dangerous Underworld...you may discover it at some point.","tier":2,"visible":true,"icon":[1,16,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":2},{"name":"sacrificed for culture","displayName":"Sacrificed for culture","desc":"You sacrificed yourself in the name of Culture. That choice made your previous people more inspired and filled with strong artistic powers! It made big profits and they may get on much a higher cultural level since now. They will miss you, but you will get +3 culture and inspiration at the start of new runs!","tier":1,"visible":true,"icon":[6,12,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":3},{"name":"democration","displayName":"Democration","desc":"You rested in peace inside the Pagoda of Democracy's tombs. Your glorious rest made your previous civilization live in the laws of justice forever. They will miss you. But this provides an additional +1 influence & authority at the start of new runs! Also, you will get the [policies] trait immediately.","tier":1,"visible":true,"icon":[6,13,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":4},{"name":"insight-ly","displayName":"Insight-ly","desc":"You sacrificed your soul for the Dreamer's Orb. That choice was unexpectable but glorious. It made dreamers more acknowledged and people got much smarter by sacrifice of yours. They will miss you. But this made a profit...providing +6 insight and +6% dreamer speed at the start of new runs!","tier":1,"visible":true,"icon":[1,17,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":5},{"name":"in the underworld","displayName":"In the underworld","desc":"You sent your soul to the Underworld, leaving your body, which started to decay quickly. But...
  • If you have Sacrificed for culture, Insight-ly, and Democration, you will start new runs with someone new: [adult,The Underworld's Ascendant]! (To open the Underworld, you will need to obtain Deadly, revenantic as well.)","tier":2,"visible":true,"icon":[9,5,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":15}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":6},{"name":"mausoleum eternal","displayName":"Mausoleum eternal","desc":"You have been laid to rest many times in the Mausoleum, an ancient monument made out of stone which involves archaic religious thought. Thanks to you, it has become an unforgettable historical monument. Evolve the Mausoleum to stage 10/10, then ascend by it for the 11th time to obtain some massive bonuses!
  • ","tier":3,"visible":true,"icon":[28,20,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":2000},{"type":"addFastTicksOnResearch","amount":175}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":7},{"name":"level up","displayName":"Level up","desc":"Obtain the Evolution of the minds trait during a legacy! This trait unlocks the second tier of Essentials, which are required for further researches.","tier":2,"visible":true,"icon":[25,19,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":8},{"name":"wild tribe","displayName":"Wild tribe","desc":"Manage to get 1k [population,people] in one legacy.","tier":"population","visible":true,"icon":[36,31,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":9},{"name":"how to, spear?","displayName":"How to, spear?","desc":"Get 20 or more technologies in a single legacy for the human race.//Baby steps behind us...","tier":"tech","visible":true,"icon":[14,33,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":10},{"name":"lucky 9","displayName":"Lucky 9","desc":"Obtain the Devil's trait #9.","tier":2,"visible":true,"icon":[26,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":11},{"name":"traitsman","displayName":"Traitsman","desc":"Make your tribe attract a total of 30 traits and knowledges.","tier":"trait","visible":true,"icon":[26,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":12},{"name":"extremely smart","displayName":"Extremely smart","desc":"Get your Insight II equal to your Wisdom II! It may be a bit harder than you think...","tier":3,"visible":true,"icon":[27,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":1000},{"type":"addFastTicksOnResearch","amount":100}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":13},{"name":"experienced","displayName":"Experienced","desc":"To get this achievement you need to complete the other achievements in this tier, along with the Apprentice achievement. @Achievement bonus: +100 [fruit]s at the start of new runs!","tier":1,"visible":true,"icon":[29,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":100},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":14},{"name":"smart","displayName":"Smart","desc":"To get this achievement you need to complete the other achievements in this tier. @Achievement bonus: [house,Houses/Brick houses], [hovel]s, [hut]s, and [branch shelter,Branch/mud shelders] will use less [land] in new runs.","tier":2,"visible":true,"icon":[29,22,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":15},{"name":"man of essences","displayName":"Man of essences","desc":"Obtain the Magic adept trait by getting 2.1M magical essences! //Obtaining it may unlock a new wonder.","tier":3,"visible":true,"icon":[12,22,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":40}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":16},{"name":"magical","displayName":"Magical","desc":"Construct the Fortress of Magicians, a rather...magical wonder. //This achievement will: @unlock a new theme @increase the effect of Wizard towers by 5% without increasing their upkeep cost //This achievement will unlock you some technologies further down the line such as more advanced hunting and fishing.","tier":3,"visible":true,"icon":[10,22,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":15}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":17},{"name":"apprentice","displayName":"Apprentice","desc":"Get 100 or more technologies in a single legacy for the human race.","tier":"tech","visible":true,"icon":[23,21,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":18},{"name":"3rd party","displayName":"3rd party","desc":"Play Magix along with some other mod. //Note: You will gain this achievement only if you install a separate mod at the start of the game. //This achievement does not provide any boosts and is not required for anything.","tier":1,"visible":true,"icon":[23,24,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":19},{"name":"patience","displayName":"Patience","desc":"Complete Chra-nos' trial for the first time. Your determination led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[4,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":20},{"name":"unhappy","displayName":"Unhappy","desc":"Complete Bersaria's trial for the first time. Your calmness in difficult situations led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[7,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":21},{"name":"cultural","displayName":"Cultural","desc":"Complete Tu-ria's trial for the first time. Your artistic and unique thinking led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[19,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":22},{"name":"hunted","displayName":"Hunted","desc":"Complete Hartar's trial for the first time. Becoming hunting masters and showing 'em what bravery truly is led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[25,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":23},{"name":"unfishy","displayName":"Unfishy","desc":"Complete Fishyar's trial for the first time. Making people trust fish a little more led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[22,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":24},{"name":"ocean","displayName":"Ocean","desc":"Complete Posi'zul's trial for the first time. Living near an endless ocean is not impossible, and you are able to prove it! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[2,25,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":25},{"name":"herbalism","displayName":"Herbalism","desc":"Complete Herbalia's trial for the first time. Herbs are not that bad! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[13,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":26},{"name":"buried","displayName":"Buried","desc":"Complete Buri'o dak 's trial for the first and the last time. Death lurks everywhere but coming to terms with it may be the best way to move forward...","tier":4,"visible":true,"icon":[1,26,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":27},{"name":"underground","displayName":"Underground","desc":"Complete Moai's trial for the first time. Stones lead to victory! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[16,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":28},{"name":"pocket","displayName":"Pocket","desc":"Complete Mamuun's trial for the first time. Seems like you have gotten trading skills! This can lead to victory. //Complete this trial again to gain extra Victory Points. It also increases the bonus of this trial.","tier":4,"visible":true,"icon":[10,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":29},{"name":"faithful","displayName":"Faithful","desc":"Complete Enlightened's trial for the first time. Belief and faith is everything. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[1,27,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":30},{"name":"dreamy","displayName":"Dreamy","desc":"Complete Okar the Seer's trial for the first time. Knowledge will eventually lead to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[28,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":31},{"name":"next to the God","displayName":"Next to the deities","desc":"Ascend by the Temple of the Paradise/Ancestors...You managed to be very close to the Deity. But this step will make it easier. Because you had to sacrifice so much time reaching that far, this achievement has plenty of rewards. Here are the rewards you will get for it: @the chances for Culture of the before/afterlife and God's/Ancestors call will be all be tripled @various other traits have a higher chance of being gained @you will start new runs with +1 [faith] and [spirituality] <>You will also unlock the Pantheon upon building this wonder again! (Nope, you won't need to ascend once more by it, just complete it and buy the tech that it will unlock...) @This achievement unlocks you 3 new themes!","tier":3,"visible":true,"icon":[1,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":250},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":32},{"name":"the first choice","displayName":"The first choice","desc":"Spend all your Worship points for the first time to pick Seraphins that your people will worship.","tier":3,"visible":true,"icon":[11,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":100}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":33},{"name":"trait-or","displayName":"Trait-or","desc":"Manage your wonderful tribe to adopt 50 total traits and knowledges.","tier":"trait","visible":true,"icon":[12,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":34},{"name":"not so pious people","displayName":"Not so pious people","desc":"Get: @2 traits that will lower your [faith] income @Also, choose a Seraphin that decreases [faith] income as well. To make this achievement possible, Devil's trait #13 is not required.","tier":3,"visible":true,"icon":[32,26,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":90}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":35},{"name":"talented?","displayName":"Talented?","desc":"To get this achievement you need to complete the other achievements in this tier. @Achievement bonus: All crafting units that use land in the primary world will now use less land. In addition, this bonus applies to Wells, Farms, Filters and Crematoriums. @You also gain 1 extra technology choice when rolling researches.","tier":3,"visible":true,"icon":[32,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":200},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":36},{"name":"lands of despair","displayName":"Lands of despair","desc":"Find the Dead forest biome on your world map. This is the rarest biome in the whole mod and is generally the most hostile biome that can exist on this world.","tier":5,"visible":true,"icon":[1,29,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":200},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":37},{"name":"rising star","displayName":"Rising star","desc":"Manage to get 10k [population,people] in one legacy. //Keep it up!","tier":"population","visible":true,"icon":[36,30,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":38},{"name":"when while becomes eternity","displayName":"When while becomes eternity","desc":"Be lucky (or unlucky) enough to make one of the temporary traits become permanent. Note: not every temporary trait has a chance to become permanent!","tier":5,"visible":true,"icon":[34,17,"magixmod",24,1],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":200}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":39},{"name":"xmas buff","displayName":"Xmas buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":40},{"name":"god complex","displayName":"God complex","desc":"Declare yourself as one of the famous ones and get punished for that. @Note: usurpers get -0% [happiness] until they change their name.","tier":0,"visible":false,"icon":[35,5,"magixmod"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":30}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":41},{"name":"it's over 9000","displayName":"It's over 9000","desc":"What?! 9000?! There is no way that can be right.","tier":0,"visible":false,"icon":[35,10,"magixmod"],"civ":"overall","special":"shadow","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":42},{"name":"just plain lucky","displayName":"Just plain lucky","desc":"Every in-game day you have a 1 in 1,777,777 chance to get this achievement.","tier":0,"visible":false,"icon":[34,10,"magixmod"],"civ":"overall","special":"shadow","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":43},{"name":"cruel goal","displayName":"Cruel goal","desc":"Don't ya think that was very, very cruel? Murdering the root full of hope for the future? @Get your [mausoleum] to at least Level 4 and sacrifice your civilization fully just to finish the final step.","tier":0,"visible":false,"icon":[34,8,"magixmod"],"civ":0,"special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":44},{"name":"that was so brutal","displayName":"That was so brutal","desc":"Oh my goodness! Murdering the root full of hope for future once AGAIN? And with more cruelty than before?! // Sacrifice all of your people to one of following wonders: @[pagoda of passing time] @[pagoda of culture] @[hartar's statue] @[pagoda of democracy] @[fortress of cultural legacy] @[complex of dreamers] @[fortress of magicians] @[platinum fish statue] @[tomb of oceans] @[the Herboleum] @[temple of the Stone] @[Mausoleum of the Dreamer] //You need to have the Cruel goal shadow achievement first to get this shadow achievement.","tier":0,"visible":false,"icon":[35,8,"magixmod"],"civ":0,"special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":45},{"name":"speedresearcher","displayName":"Speedresearcher","desc":"Get at least 60 techs within the first 10 minutes of a legacy.","tier":0,"visible":false,"icon":[35,7,"magixmod"],"civ":0,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":46},{"name":"speedresearcher II","displayName":"Speedresearcher II","desc":"Get at least 100 techs within the first 10 minutes of a legacy.","tier":0,"visible":false,"icon":[35,6,"magixmod"],"civ":0,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":47},{"name":"eternal moments","displayName":"Eternal moments","desc":"Be lucky (or unlucky) enough to make one of the temporary traits become permanent while playing the elf race. Note: not every temporary trait has a chance to become permanent!","tier":5,"visible":true,"icon":[34,17,"magixmod",24,1,"c2"],"civ":1,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":200}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":48},{"name":"starting type","displayName":"Starting type","tier":0,"visible":false,"icon":[1,0,"magixmod"],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":49},{"name":"man o' trait","displayName":"Man o' trait","desc":"Manage your fantastic tribe and get a total of 70 traits and knowledges.","tier":"trait","visible":true,"icon":[35,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":70},{"type":"addFastTicksOnResearch","amount":2}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":50},{"name":"in the shadows","displayName":"In the shadows","desc":"Obtain 1 shadow achievement for the human race.","tier":2,"visible":true,"icon":[34,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":70},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":51},{"name":"capital of christmas","displayName":"Capital of christmas","desc":"Finish the rather nice [wonderful fortress of christmas], which lets you unlock a special buff that lasts only during Christmas and the 7 runs/legacies after [the christmas,Christmas] ends. Merry Christmas!","tier":0,"visible":false,"icon":[1,12,"seasonal"],"civ":0,"special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":52},{"name":"valentine buff","displayName":"Valentine buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":53},{"name":"love for eternity","displayName":"Love for eternity","desc":"Finish the [fortress of love]. //You don't have to ascend by this wonder. Also, this fortress is a place where no lie or cheating ever happens...just simple love and respect. //Symbolically constructed in Paradise. @Bonus: from some sources, you gain 20% more [love] points.","tier":0,"visible":false,"icon":[1,15,"seasonal"],"civ":0,"special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":54},{"name":"so adorable","displayName":"So adorable","desc":"Reach [love] Level 10 during the Valentines event.","tier":2,"visible":false,"icon":[8,15,"seasonal",14,17,"seasonal"],"civ":"overall","special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":55},{"name":"obsessed?","displayName":"Obsessed?","desc":"Reach [love] Level 15 during the Valentines event. //This is probably obsession...","tier":2,"visible":false,"icon":[9,15,"seasonal",16,17,"seasonal"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10},{"type":"pressure","amount":1000}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":56},{"name":"wondersDuringRun","displayName":"WondersDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":57},{"name":"mostPeopleDuringRun","displayName":"MostPeopleDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":58},{"name":"mostElvesDuringRun","displayName":"MostElvesDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":59},{"name":"mostElvesLand","displayName":"MostElvesLand","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":60},{"name":"mostPeopleLand","displayName":"MostPeopleLand","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":61},{"name":"???","displayName":"???","desc":"???","tier":5,"visible":true,"icon":[0,0,0,0,"magix2"],"civ":0,"special":"none","plural":false,"effects":[{"type":"wholenewworld"}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":62},{"name":"the fortress","displayName":"The fortress","desc":"You have been laid to rest in The Fortress, an ancient monument made out of stone that was built in the middle of the forest the purpose of which takes root in archaic elven religious thought.","tier":1,"visible":true,"icon":[1,14,"c2"],"civ":1,"special":"c2","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":100},{"type":"addFastTicksOnResearch2","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":63},{"name":"fortress eternal","displayName":"Fortress eternal","desc":"You have been laid to rest in The Fortress several times. After each time, the Fortress grew bigger and bigger. Evolve the Fortress to 10/10 to get this achievement. Bonuses: @[belief in the afterlife] chance is doubled for the second civilization. @You also gain +1 Insight for the human race at the very start.","tier":2,"visible":true,"icon":[1,24,"c2"],"civ":1,"special":"c2","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":400},{"type":"addFastTicksOnResearch2","amount":50},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":64},{"name":"first overcome","displayName":"First overcome","desc":"Manage to get a tribe of 1k [population,Elves]. //Congrats for dealing with our first problems!","tier":"population","visible":true,"icon":[32,8,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":65},{"name":"pressed progress","displayName":"Pressed progress","desc":"Manage to get a tribe of 10k [population,Elves]. //gg bro :p","tier":"population","visible":true,"icon":[32,9,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":66},{"name":"the moral press","displayName":"The moral press","desc":"Push Pressure enough to be capable of having 25k [population,Elves]. //You know that pressure also affects your production efficiency. But...do you even care about it?","tier":"population","visible":true,"icon":[32,10,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":250}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":67},{"name":"pressure vaccine","displayName":"Pressure vaccine","desc":"Push Pressure enough to be capable of having 85k [population,Elves]. //Don't get too excited...","tier":"population","visible":true,"icon":[32,11,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":450}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":68},{"name":"pressure wiper","displayName":"Pressure wiper","desc":"Push Pressure enough to be capable of having 175k [population,Elves]. //Do you really feel THAT pressured to remove Pressure?","tier":"population","visible":true,"icon":[32,12,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":770}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":69},{"name":"pressure purgator","displayName":"Pressure purgator","desc":"Push Pressure enough to be capable of having 300k [population,Elves]. //Now go for 1M...a bajillion years later","tier":"population","visible":true,"icon":[32,13,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":1250}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":70},{"name":"limit reached","displayName":"Limit reached","desc":"Use up all the Pressure resistance for the first time. //@Note: you will need to have Pressure resistance at a minimum of level 1000 to get this.","tier":1,"visible":true,"icon":[32,14,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":71},{"name":"progressive city","displayName":"Progressive city","desc":"Manage to get 150k [population,people] in one run.","tier":"population","visible":true,"icon":[36,29,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":72},{"name":"metropoly","displayName":"Metropoly","desc":"Manage to get 500k [population,people] in one run.","tier":"population","visible":true,"icon":[25,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":25},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":73},{"name":"a huge city made of the smaller cities","displayName":"A huge city made of the smaller cities","desc":"Manage to get 1M [population,people] in one run. //Unbelievable...","tier":"population","visible":true,"icon":[35,27,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":25},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":74},{"name":"first glory","displayName":"First glory","desc":"Ascend for the first time while playing with the human race. //If you rebirth, you will encounter a new adventure!","tier":1,"visible":true,"icon":[36,28,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":75},{"name":"druidish heart","displayName":"Druidish heart","desc":"Ascend for the first time while playing with the elf race. //If you rebirth, you may encounter a new adventure...like, one more time, right?","tier":1,"visible":true,"icon":[32,15,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":76},{"name":"In the shadows","displayName":"In the shadows","desc":"Obtain 1 shadow achievement for the elf race.","tier":2,"visible":true,"icon":[32,16,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"addFastTicksOnStart2","amount":70},{"type":"addFastTicksOnResearch2","amount":2},{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":77},{"name":"pickedCiv","displayName":"PickedCiv","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":78},{"name":"here you go","displayName":"???","desc":"???","tier":1,"visible":true,"icon":[0,0],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":79},{"name":"halloween buff","displayName":"Halloween buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":80},{"name":"spooktober","displayName":"Spooktober","desc":"Reach [spookiness] Level 10 during the Halloween event.","tier":2,"visible":false,"icon":[8,16,"seasonal",17,8,"seasonal"],"civ":"overall","special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":81},{"name":"spookyear","displayName":"Spookyear","desc":"Reach [spookiness] Level 15 during the Halloween event. //boo","tier":2,"visible":false,"icon":[9,16,"seasonal",18,8,"seasonal"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10},{"type":"pressure","amount":1000}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":82},{"name":"familiar","displayName":"Familiar","desc":"Get 200 or more technologies in a single run for the human race. //Keep going like that...","tier":"tech","visible":true,"icon":[16,24,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":83},{"name":"nature's rookie","displayName":"Nature's rookie","desc":"Get 20 or more technologies in a single run for the elf race.//Baby steps behind us...again!","tier":"tech","visible":true,"icon":[32,18,"c2"],"civ":1,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":84},{"name":"nature's braincell","displayName":"Nature's braincell","desc":"Get 60 or more technologies in a single run for the elf race. //You are doing quite great!","tier":"tech","visible":true,"icon":[32,19,"c2"],"civ":1,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":85},{"name":"A+ student","displayName":"A+ student","desc":"Get 250 or more technologies in a single run for the human race. //I'm about to become a genius...","tier":"tech","visible":true,"icon":[13,33,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":86},{"name":"naturality","displayName":"Naturality","desc":"Make your elvish tribe attract 20 total traits and knowledges. @Note: traits from the Anomaly category do not count, as they are anomalies, not actual traits or knowledges. //It's better to have your own personality than somebody else's.","tier":"trait","visible":true,"icon":[32,20,"c2"],"civ":1,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart2","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":87},{"name":"mostPeople","displayName":"MostPeople","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":88},{"name":"mostElves","displayName":"MostElves","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":89},{"name":"here you go...again","displayName":"???","desc":"???","tier":1,"visible":false,"icon":[0,0],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":90},{"name":"speeddiscoverer","displayName":"Speeddiscoverer","desc":"Get at least 50 techs within the first 30 minutes of a legacy.","tier":0,"visible":false,"icon":[32,17,"c2"],"civ":1,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":91},{"name":"the hour of hope","displayName":"The hour of hope","desc":"Maintain this save for at least a hour. //Why hope? Because hope will move us forward.","tier":2,"visible":true,"icon":[36,26,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":92},{"name":"the day of rise","displayName":"The day of rise","desc":"Maintain this save for at least one day. //Well, thanks for playing this game, I guess!","tier":2,"visible":true,"icon":[36,25,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":93},{"name":"authority's week","displayName":"Authority's week","desc":"Maintain this save for at least one week. //You're about 2% of the way there...","tier":2,"visible":true,"icon":[36,24,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":94},{"name":"golden month","displayName":"Golden month","desc":"Maintain this save for at least one month. //We hope that you enjoyed this game!","tier":2,"visible":true,"icon":[36,23,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":95},{"name":"so much to do, so much to see","displayName":"So much to do, so much to see","desc":"Maintain this save for at least one year! //Wow...congrats!","tier":0,"visible":false,"icon":[36,22,"magixmod"],"civ":"overall","special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":96},{"name":"an ocean's voyage","displayName":"An ocean's voyage","desc":"While in the [t6,Ocean trial], manage to get the [Wizard complex] tech to gain all seven trial-related upgrades! //How did you get that far with the world practically falling apart?","tier":0,"visible":false,"icon":[16,0,"magix2"],"civ":0,"special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":500}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":97}],"lands":[{"name":"ocean","displayName":"Ocean","names":["Ocean"],"goods":[{"type":"saltwater fish","min":1,"max":3},{"type":"saltwater"},{"type":"squid","min":0.1,"max":2,"chance":0.3333333333333333},{"type":"kelp","min":0.01,"max":1.5,"chance":0.88}],"icon":[0,0],"image":3,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"arctic ocean","displayName":"Arctic ocean","names":["Icesheet"],"goods":[{"type":"saltwater fish","min":1,"max":3},{"type":"snow cover"},{"type":"saltwater"},{"type":"kelp","min":0.01,"max":1.35,"chance":0.76}],"icon":[0,0],"image":2,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"lukewarm ocean","displayName":"Lukewarm ocean","names":["Lukewarm ocean","Lush ocean"],"goods":[{"type":"saltwater fish","min":1,"max":3.5},{"type":"saltwater"},{"type":"saltwater fish","min":0.5,"max":2,"chance":0.3333333333333333},{"type":"kelp","min":0.07,"max":1.5,"chance":0.9},{"type":"coral reef","min":0.04,"max":0.3,"chance":0.08}],"icon":[0,0],"image":20,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"tropical ocean","displayName":"Tropical ocean","names":["Tropical ocean"],"goods":[{"type":"saltwater fish","min":1,"max":4},{"type":"saltwater"},{"type":"saltwater fish","min":0.5,"max":2,"chance":0.3333333333333333},{"type":"kelp","min":0.11,"max":1.5,"chance":0.95},{"type":"coral reef","min":0.1,"max":0.77,"chance":0.27}],"icon":[0,0],"image":4,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"prairie","displayName":"Prairie","names":["Prairie","Grassland","Plain","Steppe","Meadow"],"goods":[{"type":["oak","birch"],"chance":1,"min":0.1,"max":0.2},{"type":["oak","birch"],"chance":0.5,"min":0.1,"max":0.4},{"type":["berry bush","wild bush"],"chance":0.9},{"type":"grass","amount":2},{"type":"vfb1","chance":0.2},{"type":"vfb2","chance":0.05},{"type":"Sugar cane","min":0.2,"max":1,"chance":0.5},{"type":["wild rabbits","stoats"],"chance":0.9},{"type":["foxes"],"chance":0.5,"amount":0.5},{"type":["wolves","bears"],"chance":0.2,"amount":0.5},{"type":["deer"],"chance":0.2,"amount":0.2},{"type":"wild bugs"},{"type":"freshwater fish","chance":0.8,"min":0.1,"max":0.5},{"type":"freshwater","amount":1},{"type":"bee nest","min":0.2,"max":0.5},{"type":["lush rocky substrate","rocky substrate"]}],"icon":[0,0],"image":6,"score":10,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"shrubland","displayName":"Shrubland","names":["Shrubland","Drylands","Highlands","Heath"],"goods":[{"type":["oak","birch"],"chance":0.5,"min":0.2,"max":0.4},{"type":"dead tree","amount":0.5},{"type":"berry bush","chance":0.2},{"type":"wild bush","chance":0.2},{"type":"grass","amount":1.5},{"type":"vfb1","chance":0.5},{"type":"Sugar cane","min":0.2,"max":2},{"type":["wild rabbits","stoats"],"chance":0.6},{"type":["foxes"],"chance":0.4,"amount":0.3},{"type":["wolves","bears"],"chance":0.1,"amount":0.2},{"type":"wild bugs"},{"type":"freshwater fish","chance":0.3,"min":0.1,"max":0.3},{"type":"freshwater","amount":0.8},{"type":"bee nest","min":0.3,"max":0.55},{"type":"rocky substrate"}],"icon":[0,0],"image":5,"score":7,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"forest","displayName":"Forest","names":["Forest","Forest","Woodland","Swamp","Marsh"],"goods":[{"type":["oak","birch"],"min":2.75,"max":3.6},{"type":["oak","birch","dead tree"],"chance":0.5},{"type":["berry bush","wild bush"],"chance":0.6},{"type":"forest mushrooms","chance":0.8},{"type":"grass"},{"type":"rb1","chance":0.5},{"type":"rb2","chance":0.5},{"type":"Sugar cane","min":0.1,"max":0.5,"chance":0.05},{"type":"bush of tulips","chance":0.5,"min":0.3,"max":0.9},{"type":["wild rabbits","stoats"],"chance":0.2},{"type":["foxes"],"chance":0.2,"amount":0.2},{"type":["wolves","bears"],"chance":0.5,"min":0.5,"max":1},{"type":["boars"],"chance":0.5,"amount":0.5},{"type":"deer","chance":0.7,"amount":0.5},{"type":"wild bugs","min":1,"max":1.5},{"type":"freshwater fish","chance":0.1,"min":0.1,"max":0.3},{"type":"freshwater","amount":1},{"type":"rocky substrate"}],"icon":[0,0],"image":7,"score":8,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"tundra","displayName":"Tundra","names":["Tundra","Cold plain","Cold steppe"],"goods":[{"type":["fir tree","pine tree"],"min":0.9,"max":1.05},{"type":["berry bush"],"chance":0.8},{"type":"grass"},{"type":["wild rabbits","stoats"],"chance":0.1},{"type":["foxes"],"chance":0.3,"amount":0.4},{"type":["wolves"],"chance":0.5,"min":0.5,"max":1},{"type":["seals"],"chance":0.2,"amount":0.5},{"type":"deer","chance":0.2,"amount":0.1},{"type":["polar bears"],"chance":0.3,"min":0.1,"max":0.5},{"type":"wild bugs"},{"type":"freshwater fish","chance":0.8,"min":0.1,"max":0.5},{"type":"freshwater","amount":1},{"type":"snow cover"},{"type":"tundra rocky 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foraging.","res":{"gather":{"fruit":0.5,"stick":0.5,"vegetable":0.001}},"icon":[10,10],"mult":10,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"oak","displayName":"Oak","desc":"The [oak] tree is a mighty tree that thrives in temperate climates, rich in [log]s and [stick]s.","res":{"chop":{"log":3,"stick":6},"gather":{"stick":1}},"icon":[0,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"birch","displayName":"Birch","desc":"[birch,Birch trees] have white bark and are rather frail, but are a good source of [log]s and [stick]s.","res":{"chop":{"log":2,"stick":4},"gather":{"stick":1}},"icon":[1,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"palm tree","displayName":"Palm tree","desc":"[palm tree]s prefer warm climates and provide [log]s and [stick]s when chopped. [exotic fruit]s (such as bananas) are common in these trees, as well as small amounts of normal [fruit].","res":{"chop":{"log":2,"stick":4},"gather":{"fruit":0.2,"stick":1,"bamboo":0.0000035},"exotic":{"exotic fruit":1}},"icon":[2,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"acacia","displayName":"Acacia","desc":"The [acacia,Acacia tree] tends to grow in warm, dry climates, and can be chopped for [log]s and some [stick]s.","res":{"chop":{"log":2,"stick":4},"gather":{"stick":1}},"icon":[8,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"fir tree","displayName":"Fir tree","desc":"[fir tree]s can endure cold climates and keep their needles year-long; they can provide [log]s and [stick]s.","res":{"chop":{"log":2,"stick":6},"gather":{"stick":1}},"icon":[3,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"pine tree","displayName":"Pine tree","desc":"[pine tree]s are tall and able to endure cold climates and will keep their needles year-long; they can provide [log]s and [stick]s.","res":{"chop":{"log":2,"stick":6},"gather":{"stick":1}},"icon":[16,10,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"wild bush","displayName":"Wild bush","desc":"[wild bush,Wild bushes] can be foraged for [vegetable]s, [stick]s, and the occasional [herb] or rare [exotic fruit].","res":{"gather":{"vegetable":3,"stick":0.5,"herb":0.02},"exotic":{"exotic fruit":0.05}},"icon":[17,10,"magixmod"],"mult":10,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"dead tree","displayName":"Dead tree","desc":"While an ornery sight, [dead tree]s are an adequate source of dry [log]s and [stick]s.","res":{"chop":{"log":1,"stick":2},"gather":{"stick":0.5}},"icon":[9,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"berry bush","displayName":"Berry bush","desc":"[berry bush,Berry bushes] can be foraged for [fruit]s, [stick]s, and the rare [exotic fruit].","res":{"gather":{"fruit":3,"stick":0.5},"exotic":{"exotic fruit":0.3}},"icon":[4,10],"mult":10,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"forest mushrooms","displayName":"Forest mushrooms","desc":"[forest mushrooms] grow in the penumbra of the underbrush, and may very rarely yield a [herb] or two.","res":{"gather":{"herb":0.03}},"icon":[5,10],"mult":10,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"succulents","displayName":"Succulents","desc":"Hardy cacti that grow in the desert. While tricky to harvest, [succulents] can provide valuable [fruit] and may even produce an [exotic fruit]!","res":{"gather":{"fruit":1},"exotic":{"exotic fruit":0.15}},"icon":[6,10],"mult":10,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"jungle fruits","displayName":"Jungle fruits","desc":"[jungle fruits] come in all shapes, colors and sizes, and will yield [fruit]s and [exotic fruit]s to those willing to forage around.","res":{"gather":{"fruit":2},"exotic":{"exotic fruit":0.5}},"icon":[7,10],"mult":10,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"wild rabbits","displayName":"Wild rabbits","desc":"[wild rabbits] are quick and hard to catch, and yield [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for a little [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2}},"icon":[0,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"stoats","displayName":"Stoats","desc":"Besides being a source of high-quality [hide,Furs], these carnivorous mammals can provide [meat] and [bone]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2}},"icon":[1,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"koalas","displayName":"Koalas","desc":"While they are placid leaf-eaters, these tree-dwelling mammals have been rumored to drop down on unsuspecting passersby. They can be hunted for [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2}},"icon":[2,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"deer","displayName":"Deer","desc":"Forest herbivores that live in herds and are a good source of [meat], [bone]s and [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1}},"icon":[3,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"bears","displayName":"Bears","desc":"Large omnivorous mammals that hibernate in cold seasons but fearsome in battle. They yield plenty of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1}},"icon":[5,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"polar bears","displayName":"Polar bears","desc":"Large omnivorous mammals that live in snowy regions, and are extremely fierce hunters. These animals will give plenty of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1,"hide":1}},"icon":[10,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"boars","displayName":"Boars","desc":"Omnivorous mammals armed with tusks that provide [meat], [bone]s and [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":3,"bone":1}},"icon":[4,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"foxes","displayName":"Foxes","desc":"These sly hunters can be butchered for [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2}},"icon":[6,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"wolves","displayName":"Wolves","desc":"Ferocious carnivores that hunt in packs; a dangerous source of [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":3,"bone":0.5}},"icon":[7,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"wild bugs","displayName":"Bugs","desc":"[wild bugs,Bugs] are ubiquitious and easy to capture.","res":{"gather":{"bugs":2}},"icon":[8,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"seals","displayName":"Seals","desc":"Carnivorous semi-aquatic mammal that will give you [meat], [bone]s and [hide]s.//Carcasses can be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":3,"bone":0.5}},"icon":[9,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"saltwater fish","displayName":"Saltwater fish","desc":"Fish of every size and color.//A source of [seafood].","res":{"gather":{"seafood":0.03},"fish":{"seafood":3}},"icon":[11,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"freshwater fish","displayName":"Freshwater fish","desc":"Fish that live in streams and rivers.//A source of [seafood].","res":{"gather":{"seafood":0.03},"fish":{"seafood":3}},"icon":[12,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"clams","displayName":"Clams","desc":"Bivalves and other assorted shells.//A source of [seafood] and fairly easy to gather.","res":{"gather":{"seafood":0.5},"fish":{"seafood":1}},"icon":[0,0],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"crabs","displayName":"Crabs","desc":"Skittish crustaceans that walk sideways.//An occasional source of [seafood] when gathering: you're better off fishing for them instead.","res":{"gather":{"seafood":0.1},"fish":{"seafood":2}},"icon":[0,0],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"rocky substrate","displayName":"Rocky substrate","desc":"A [rocky substrate] is found underneath terrain with moderate temperature and humidity.//Surface [stone]s may be gathered by hand.//Digging often produces [mud], more [stone]s and occasionally [copper ore,Ores] and [clay].//Mining provides the best results, outputting a variety of [stone]s, rare [gold ore,Ores], and precious [gems].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":2,"clay":0.15,"stone":0.6,"copper ore":0.008,"tin ore":0.008,"limestone":0.1,"salt":0.051},"mine":{"stone":0.3,"copper ore":0.085,"tin ore":0.085,"iron ore":0.04,"gold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.003,"various stones":0.3,"pyrite":0.001},"quarry":{"cut stone":0.7,"limestone":0.5,"marble":0.01,"various cut stones":0.3},"deep mine":{"pyrite":0.065,"zinc ore":0.03,"dinium ore":0.04,"gems":0.005},"deep quarry":{"lead ore":0.04,"mythril ore":0.02,"blackium ore":0.03,"salt":0.001,"unknownium ore":0.03}},"icon":[11,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"snow cover","displayName":"Snow cover","desc":"A [snow cover] is often available year-long in cold environments, and is a good source of [water]; it may also conceal [ice] that must be dug out.","res":{"gather":{"water":4,"muddy water":8},"dig":{"ice":0.2}},"icon":[13,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"sandy soil","displayName":"Sandy soil","desc":"[sandy soil] is the result of a [rocky substrate] eroded by wind over long periods of time. [sand] is plentiful here.","res":{"dig":{"sand":1}},"icon":[12,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"saltwater","displayName":"Saltwater","desc":"[saltwater] cannot be collected for [water], but may produce [salt] deposits.","res":{"gather":{"salt":0.05}},"icon":[14,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"freshwater","displayName":"Freshwater","desc":"[freshwater], whether found in streams or from rainwater, can be collected for [water] and [muddy water].","res":{"gather":{"water":8,"muddy water":8}},"icon":[15,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"swampflowers","displayName":"Swampflowers","desc":"Swampflowers like cattail are common goods that can be found in swamps.","res":{"flowers":{"flowers":2.1},"gather":{"muddy water":1}},"icon":[7,23,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"rb1","displayName":"Rosebush","desc":"A bush filled with some [flowers].","res":{"flowers":{"flowers":4.3}},"icon":[8,23,"magixmod"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"rb2","displayName":"Rosebush","desc":"A bush filled with some [flowers].","res":{"flowers":{"flowers":3.7}},"icon":[9,23,"magixmod"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"vfb1","displayName":"Flower bush","desc":"A bush filled with some [flowers].","res":{"flowers":{"flowers":4.1}},"icon":[10,23,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"vfb2","displayName":"Flower bush","desc":"A bush filled with some [flowers].","res":{"flowers":{"flowers":4.1}},"icon":[10,23,"magixmod"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"bush of tulips","displayName":"Bush of tulips","desc":"A bush filled with [flowers].","res":{"flowers":{"flowers":5}},"icon":[12,23,"magixmod"],"mult":1,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"crocodiles","displayName":"Crocodiles","desc":"Crocodiles are large semiaquatic reptiles that live throughout the tropics especially swamplands. A source of [meat] and [leather].//Carcasses can also be gathered for [spoiled food].","res":{"hunt":{"meat":2},"gather":{"spoiled food":1}},"icon":[17,24,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"willow","displayName":"Willow","desc":"The [willow,Willow tree] tends to grow in lush, wet climates and can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":2,"stick":4},"gather":{"stick":1}},"icon":[20,24,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"mangrove","displayName":"Mangrove","desc":"Similar to [willow]s, the [mangrove,Mangrove tree] tends to grow in lush, wet climates and can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":2,"stick":5},"gather":{"stick":1.1}},"icon":[18,24,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"lavender","displayName":"Lavender","desc":"A nice flower that has relaxing smell and can be used in aromatherapy. However, [lavender] flowers are hard to come by.","res":{"flowers":{"flowers":0.1}},"icon":[35,4,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"jacaranda","displayName":"Jacaranda","desc":"The [jacaranda,Jacaranda tree] appears only at Lavender fields and grows in temperate climate. //Can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":2,"stick":4},"gather":{"stick":1}},"icon":[19,24,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"Ice","displayName":"Ice","desc":"Only in an iceberg can you can find so much [ice]! It is freeeezing there though...Brrr...","res":{"dig":{"ice":2.25}},"icon":[21,24,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"Sugar cane","displayName":"Sugar cane","desc":"[sugar cane] can live and grow in wetlands, but in small amounts. Can be found at lush biomes and amount of sugar cane is not constant. At some lands you may find that [sugar cane] is scarce, while somewhere else it is plenty.","res":{"gather":{"sugar cane":0.000002}},"icon":[31,22,"magixmod"],"mult":1,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"squid","displayName":"Squid","desc":"Squid provide a nice source of [ink]. You need [ink-fishing] to collect it, however.","res":{"fish":{}},"icon":[32,6,"magixmod"],"mult":0,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"warm rocky substrate","displayName":"Warm rocky substrate","desc":"A [warm rocky substrate] is found underneath biomes with warm temperature and low humidity.//Surface [stone]s may be gathered by hand.//This soil contains low amounts of [clay] and negligible amounts of [mud], more [stone]s, and occasionally [copper ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, more common [gold ore] and [salt], but less precious [gems].//Quarrying underneath there provides a little [marble].","res":{"gather":{"stone":0.2,"clay":0.002,"limestone":0.003},"dig":{"mud":0.1,"clay":0.3,"stone":0.6,"copper ore":0.008,"tin ore":0.008,"limestone":0.1,"salt":0.051,"sand":0.00001},"mine":{"stone":0.8,"copper ore":0.01,"tin ore":0.08,"iron ore":0.042,"gold ore":0.0052,"coal":0.11,"salt":0.14,"gems":0.004,"various stones":0.2,"pyrite":0.0015},"quarry":{"cut stone":0.9,"limestone":0.5,"marble":0.0088,"various cut stones":0.1},"deep mine":{"pyrite":0.07,"zinc ore":0.02,"dinium ore":0.042,"gems":0.007},"deep quarry":{"lead ore":0.03,"mythril ore":0.027,"blackium ore":0.05,"unknownium ore":0.025}},"icon":[33,23,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"tundra rocky substrate","displayName":"Tundra rocky substrate","desc":"A [tundra rocky substrate] is found underneath biomes with low temperatures or similar to tundra.//Surface [stone]s may be gathered by hand.//This soil contains less [clay] and [mud], more [stone]s and a little bit less [copper ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, more common [iron ore] and [coal], but less of ores like [copper ore,Copper] or [tin ore,Tin]. Can't forget about [gems] though!//Quarrying underneath provides more [limestone] and [platinum ore].","res":{"gather":{"stone":0.2,"clay":0.004,"limestone":0.0035},"dig":{"mud":1.5,"clay":0.2,"stone":0.6,"copper ore":0.006,"tin ore":0.006,"limestone":0.1,"salt":0.051},"mine":{"stone":0.95,"copper ore":0.09,"tin ore":0.07,"iron ore":0.046,"gold ore":0.0035,"coal":0.16,"salt":0.1,"gems":0.005,"various stones":0.05,"pyrite":0.02},"quarry":{"cut stone":0.85,"limestone":0.62,"marble":0.01,"various cut stones":0.15},"deep mine":{"pyrite":0.02,"zinc ore":0.03,"dinium ore":0.06,"gems":0.003},"deep quarry":{"lead ore":0.04,"mythril ore":0.015,"blackium ore":0.025,"unknownium ore":0.02,"salt":0.001}},"icon":[33,22,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"ice desert rocky substrate","displayName":"Ice desert rocky substrate","desc":"A [ice desert rocky substrate] is found underneath biomes with very low temperatures.//Surface [stone]s may be gathered by hand.//This soil contains no [mud], more [stone]s and [limestone], and rarely [copper ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, an abundance of [iron ore], and some [coal], but less amounts of ores like [copper ore,Copper] or [tin ore,Tin]. Can't forget about [gems] though! Here you can find a little bit more of them.//Quarrying underneath there provides more [limestone] and [marble], but way less [various stones].//This substrate contains no [salt].","res":{"gather":{"stone":0.2,"clay":0.002,"limestone":0.0035},"dig":{"clay":0.2,"stone":0.6,"copper ore":0.001,"tin ore":0.001,"limestone":0.105},"mine":{"stone":0.944,"copper ore":0.09,"tin ore":0.07,"iron ore":0.06,"gold ore":0.0035,"coal":0.21,"gems":0.0052,"various stones":0.006},"quarry":{"cut stone":1,"limestone":0.62,"marble":0.01,"various cut stones":0.001},"deep mine":{"zinc ore":0.07,"dinium ore":0.06,"gems":0.003},"deep quarry":{"lead ore":0.08,"mythril ore":0.019,"blackium ore":0.01,"unknownium ore":0.05}},"icon":[33,21,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"wet rocky substrate","displayName":"Wet rocky substrate","desc":"A [wet rocky substrate] is found underneath terrain with high humidity.//Surface [stone]s may be gathered by hand.//Digging often produces way more [mud] and [clay], more [stone]s and occasionally [copper ore,Ores] and [clay]. Digging there provides more [limestone] but provides no [salt].//Mining provides the best results, outputting a variety of [stone]s, more common [copper ore,Copper], and precious [gems]. Also, mining there provides way less [iron ore,Iron].//Quarrying provides a little more [limestone] and [marble] but less [cut stone] than usual.","res":{"gather":{"stone":0.25,"clay":0.007,"limestone":0.005},"dig":{"mud":4.2,"clay":0.45,"stone":0.6,"copper ore":0.008,"tin ore":0.008,"limestone":0.14},"mine":{"stone":0.85,"copper ore":0.011,"tin ore":0.085,"iron ore":0.02,"gold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.005,"various stones":0.15},"quarry":{"cut stone":0.81,"limestone":0.55,"marble":0.011,"various cut stones":0.09},"deep mine":{"pyrite":1,"zinc ore":0.04,"dinium ore":0.01,"gems":0.002},"deep quarry":{"lead ore":0.045,"mythril ore":0.032,"unknownium ore":0.06}},"icon":[33,20,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"jungle rocky substrate","displayName":"Jungle rocky substrate","desc":"A [jungle rocky substrate] is found underneath jungles.//Surface [stone]s may be gathered by hand.//Digging often produces way more [clay], more [stone]s and occasionally [copper ore,Ores] and [clay]. Digging there provides more [limestone] but provides no [salt].//Mining provides the best results, outputting a variety of [stone]s, more common [tin ore,Tin] but less precious [gems] and way less [copper ore,Copper] amounts. Also, mining there provides way less [iron ore,Iron].//Quarrying provides less [platinum ore,Platinum].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":2,"clay":0.35,"stone":0.6,"copper ore":0.008,"tin ore":0.008,"limestone":0.14},"mine":{"stone":0.8,"copper ore":0.004,"tin ore":0.014,"iron ore":0.05,"gold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.004,"various stones":0.2},"quarry":{"cut stone":0.75,"limestone":0.5,"marble":0.01,"various cut stones":0.25},"deep mine":{"zinc ore":0.01,"dinium ore":0.04},"deep quarry":{"lead ore":0.05,"mythril ore":0.032,"unknownium ore":0.04}},"icon":[33,18,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"lush rocky substrate","displayName":"Lush rocky substrate","desc":"A [lush rocky substrate] is found underneath terrain with a lush temperature and stable humidity.//Surface [stone]s may be gathered by hand.//Digging often produces [mud], more [stone]s and occasionally [copper ore,Ores] and a bit less [clay].//Mining provides the best results, outputting a variety of [stone]s, a little bit more rarely [gold ore,Ores], and precious [gems] but less of ores like [copper ore,Copper], [tin ore,Tin], and [iron ore,Iron]. Also, you will find less [coal] here.//Quarrying there gives a little bit more [marble] and [platinum ore,Platinum].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":2,"clay":0.13,"stone":0.6,"copper ore":0.0079,"tin ore":0.0081,"limestone":0.1,"salt":0.05},"mine":{"stone":0.88,"copper ore":0.055,"tin ore":0.055,"iron ore":0.025,"gold ore":0.0038,"coal":0.078,"salt":0.1,"gems":0.005,"various stones":0.12},"quarry":{"cut stone":0.9,"limestone":0.5,"marble":0.01,"various cut stones":0.1},"deep mine":{"pyrite":0.05,"zinc ore":0.035,"dinium ore":0.045,"gems":0.001},"deep quarry":{"lead ore":0.046,"mythril ore":0.024,"blackium ore":0.034,"salt":0.001,"unknownium ore":0.034}},"icon":[33,19,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"dead rocky substrate","displayName":"Dead rocky substrate","desc":"A [dead rocky substrate] is unique to the Dead forest biome.//Surface [stone]s may be gathered by hand.//Digging rarely produces [mud], more [stone]s and occasionally [copper ore,Ores] and [clay].//Mining there is not worth it at all because you will find almost no [tin ore,Ores]! //Same with quarrying (excluding [marble] and [platinum ore,Platinum], which is more common than anywhere else). //Here, you will find no [gold ore,Gold].","res":{"gather":{"stone":0.25,"clay":0.004,"limestone":0.002},"dig":{"mud":0.5,"clay":0.05,"stone":0.2,"copper ore":0.002,"tin ore":0.002,"limestone":0.025,"salt":0.02},"mine":{"stone":0.8,"copper ore":0.03,"tin ore":0.03,"iron ore":0.01,"coal":0.04,"salt":0.1,"gems":0.001,"various stones":0.2},"quarry":{"cut stone":0.6,"limestone":0.1,"marble":0.01,"various cut stones":0.2}},"icon":[33,16,"magixmod"],"mult":3.85,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"dead grass","displayName":"Dead grass","desc":"[dead grass] is a bad source of [herb]s, however, you may gain a piece of [fruit] or a [stick] when foraging.","res":{"gather":{"fruit":0.1,"stick":0.5}},"icon":[33,15,"magixmod"],"mult":8.5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"mudwater","displayName":"Mudwater","desc":"[mudwater], whether found in some swamps and Dead forests, can only be collected for unhealthy [muddy water].","res":{"gather":{"muddy water":12}},"icon":[33,17,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"animal corpse","displayName":"Animal corpse","desc":"[animal corpse]s are exclusively found here. Some of them are dug underground by the ages, so both digging and gathering may provide some [bone]s.","res":{"gather":{"bone":0.1},"dig":{"bone":0.2}},"icon":[33,14,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"dead fishes","displayName":"Dead fishes","desc":"These stinky fish have a decisively bad smell. This can give you an insignificant amount of [spoiled food].","res":{"fish":{"spoiled food":0.02}},"icon":[33,13,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"spoiled fruits","displayName":"Spoiled fruits","desc":"Fruits that are dangerous for [health] when eaten. A source of some [spoiled food].","res":{"gather":{"spoiled food":0.1}},"icon":[33,12,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"badlands substrate","displayName":"Badlands substrate","desc":"A [badlands substrate] can only be found in the badlands biome.//Instead of [stone]s, there are [various stones] that can be gathered by hand.//By digging, you can find less [mud] and [clay], more [various stones], and small portions of [copper ore,Soft metal ores]. You won't find any [salt] by digging here.//Mining provides the best results, outputting a variety of [various stones], more often [gold ore,Precious ores], [salt] and [gems], but you will find less [coal] there.","res":{"gather":{"various stones":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":0.5,"clay":0.05,"various stones":0.6,"copper ore":0.006,"tin ore":0.006,"limestone":0.11},"mine":{"various stones":0.97,"copper ore":0.065,"tin ore":0.06,"iron ore":0.035,"gold ore":0.008,"coal":0.03,"salt":0.16,"gems":0.009,"stone":0.03},"quarry":{"cut stone":0.05,"limestone":0.5,"marble":0.01,"various cut stones":0.95},"deep mine":{"pyrite":0.001,"zinc ore":0.05,"dinium ore":0.041},"deep quarry":{"mythril ore":0.01,"blackium ore":0.032,"unknownium ore":0.02}},"icon":[3,29,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"ostrich","displayName":"Ostrich","desc":"[meat] source that can be found in the Savanna, Desert and Badlands biomes. Ostriches are birds without wings and run very fast, making hunting them more challenging.","res":{"hunt":{"meat":2,"bone":0.25}},"icon":[4,29,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"xeric substrate","displayName":"Xeric substrate","desc":"A [xeric substrate] can only be found at xeric shrublands.//There are [stone]s that can be gathered by hand.//By digging, you can find no [clay], less [stone]s, and some [copper ore,Ores]. There are also small amounts of [salt] hidden throughout.//Mining provides the best results, outputting a variety of [stone]s, more often [gold ore,Precious ores] (in fact, more fool's gold than true gold) and precious [gems].//Quarrying there provides no mythril.","res":{"gather":{"various stones":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":2.15,"stone":0.1,"copper ore":0.008,"tin ore":0.008,"limestone":0.13,"salt":0.001},"mine":{"stone":0.9,"copper ore":0.08,"tin ore":0.08,"iron ore":0.04,"gold ore":0.04,"coal":0.07,"salt":0.15,"gems":0.009,"various stones":0.1},"quarry":{"cut stone":0.05,"limestone":0.5,"marble":0.01,"various cut stones":0.95}},"icon":[6,29,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"cherry blossom","displayName":"Cherry blossom","desc":"[cherry blossom]s appear only on their respective grove and grow in a temperate but lush climate. //These unique trees can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":2,"stick":4},"gather":{"stick":1}},"icon":[36,2,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"coral reef","displayName":"Coral reef","desc":"Colorful, beautiful corals. They like to live in warm, tropical oceans and seas. However, some reefs can be met in the depths of lukewarm oceans in much smaller colonies. //This does not provide anything useful, however.","res":{},"icon":[61,0,"magix2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"kelp","displayName":"Kelp","desc":"Kelp or seagrass. They can be found in a variety of aquatic places. In some regions of the marine world, kelp are very common, while in others, they become very scarce.","res":{"kelp":{"kelp2":1}},"icon":[62,0,"magix2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"bee nest","displayName":"Bee nest","desc":"Each bee nest is full of tiny cells may provide a small source of [honey] and [honeycomb]s. Bees may also help pollinate nearby [flowers], ensuring that they grow properly.","res":{"honey":{"honey":0.1,"honeycomb":0.05}},"icon":[7,0,"magix2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65}],"resources":[{"name":"victory point","displayName":"Victory point","desc":"You can gain [victory point]s for completing some Trials. All of the trials are repeatable, except for the Buried trial. After the first completion of a trial, it grants 1 [victory point], and for every subsequent attempt, you gain additional [victory point]s (this gain grows more and more powerful the more times you complete a single Trial). These points can't be spent, but their amount can provide extra bonuses.","startWith":0,"icon":[0,28,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":0},{"name":"died this year","displayName":"Died this year","hidden":true,"startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"born this year","displayName":"Born this year","hidden":true,"startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"population","displayName":"Population","desc":"Your [population] represents everyone living under your rule. These are the people that look to you for protection, survival, and glory.","startWith":0,"colorGood":"#3b4","colorBad":"#f44","icon":[0,3],"meta":true,"tick":"function (me, tick) {\\n if (me.amount > G.achievByName['mostPeopleDuringRun'].won) G.achievByName['mostPeopleDuringRun'].won = me.amount;\\n if (me.amount > G.achievByName['mostPeople'].won) G.achievByName['mostPeople'].won = me.amount;\\n //this.displayName=G.getName('inhabs');\\n\\n if (me.amount > 0) {\\n //note : we also sneak in some stuff unrelated to population here\\n //policy ticks\\n if (G.checkPolicy('water rituals') == 'on') {\\n if (G.getRes('magic essences').amount <= 150) G.setPolicyModeByName('water rituals', 'off')\\n else G.lose('magic essences', 150, 'rituals')\\n }\\n if (G.checkPolicy('love of honey') == 'on') {\\n if (G.getRes('nature essence').amount <= 250) G.setPolicyModeByName('love of honey', 'off')\\n else G.lose('nature essence', 250, 'rituals')\\n }\\n\\n if (tick % 20 == 0) {\\n if (!G.has('policy revaluation')) {\\n var rituals = ['fertility rituals', 'harvest rituals', 'flower rituals', 'wisdom rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (G.getRes('faith').amount <= 0) G.setPolicyModeByName(rituals[i], 'off');\\n else G.lose('faith', 1, 'rituals');\\n }\\n }\\n } else {\\n var rituals = ['fertility rituals', 'harvest rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (G.getRes('faith II').amount <= 0) G.setPolicyModeByName(rituals[i], 'off');\\n else G.lose('faith II', 0.1, 'rituals');\\n }\\n }\\n }\\n var rituals = ['harvest rituals for flowers'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (!G.has('policy revaluation')) {\\n if ((G.getRes('faith').amount <= 0) || (G.getRes('influence').amount <= 0)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith', 1, 'rituals')\\n G.lose('influence', 1, 'rituals')\\n }\\n } else {\\n if ((G.getRes('faith II').amount <= 0) || (G.getRes('influence II').amount <= 0)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith II', 0.1, 'rituals')\\n G.lose('influence II', 0.05, 'rituals')\\n }\\n }\\n }\\n }\\n var rituals = ['discovery rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (!G.has('policy revaluation')) {\\n if ((G.getRes('faith').amount < 2)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith', 2, 'rituals')\\n }\\n } else {\\n if ((G.getRes('faith II').amount < 2)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith II', 0.2, 'rituals')\\n }\\n }\\n }\\n }\\n var rituals = ['crafting & farm rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (!G.has('policy revaluation')) {\\n if ((G.getRes('faith').amount <= 0) || (G.getRes('influence').amount <= 0)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith', 10, 'rituals')\\n G.lose('influence', 10, 'rituals')\\n }\\n } else {\\n if ((G.getRes('faith II').amount <= 0) || (G.getRes('influence II').amount <= 0)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith II', 0.1, 'rituals')\\n G.lose('influence II', 0.05, 'rituals')\\n }\\n }\\n }\\n }\\n if (G.has('ritualism II')) {\\n var rituals = ['wisdom rituals', 'flower rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (G.getRes('faith II').amount <= 0) G.setPolicyModeByName(rituals[i], 'off');\\n else G.lose('faith II', 1, 'rituals');\\n }\\n }\\n }\\n }\\n var eatongathermult = 0.5;\\n var happinessLevel = G.getRes('happiness').amount / me.amount;\\n if (G.checkPolicy('eat on gather') == 'on' && happinessLevel < 70 && G.getRes('food').amount > 0) changeHappiness(me.amount * eatongathermult * (G.has(\\"t7\\") ? 0.2 : 1), 'instant eating');\\n var productionMult = G.doFunc('production multiplier', 1);\\n\\n var deathUnhappinessMult = 1;\\n if (G.has('fear of death')) deathUnhappinessMult *= 2 * (G.has('bII(normal)') ? 0.95 : 1);\\n if (G.has('acceptance of death')) deathUnhappinessMult /= 2 * (G.has('bII(acceptance)') ? 1.05 : 1);\\n if (G.has('death scepticism')) (G.year % 40 > 20 ? deathUnhappinessMult *= (5 / 3) : deathUnhappinessMult *= 1 / 3);\\n if (G.has('belief in the afterlife')) deathUnhappinessMult /= 2;\\n if (G.has('culture of the afterlife')) deathUnhappinessMult /= 1.75;\\n if (G.has('culture of the beforelife')) { if (parseInt((G.year + 1) / 10) % 2 == 0) deathUnhappinessMult *= 0.9; else deathUnhappinessMult *= 1.1 };\\n if (G.has('hope of revenant abandoning')) deathUnhappinessMult /= 2;\\n if (G.has('dt12')) deathUnhappinessMult *= 1.5;\\n if (G.has('respect for the corpse')) deathUnhappinessMult /= 1.25;\\n if (tick % 3 == 0 && G.checkPolicy('disable eating') == 'off') {\\n //drink water\\n var toConsume = 0;\\n var consumeMult = 1;\\n var happinessAdd = 0;\\n if (G.has('drought') && G.has('drought preparation')) { consumeMult *= 0.95 }\\n if (G.has('ungrateful tribe II')) { consumeMult *= 0.99 }\\n if (G.has('dry throats')) { consumeMult *= 0.85; happinessAdd -= 0.04; }\\n else if (G.has('joy of drinking')) { consumeMult *= 1.15; happinessAdd += 0.04; }\\n else if (G.has('unstable drinking habits')) { consumeMult *= (G.year % 31 > 15 ? 1.05 : 0.95); happinessAdd += (G.year % 31 > 15 ? 0.003 : -0.003) } //fluid\\n else if (G.has('unstable consumption habits')) {\\n var n = G.year % 80;\\n if (n < 20) {\\n consumeMult *= 1.05; happinessAdd += 0.004;\\n }\\n if (n >= 20 && n < 40) {\\n consumeMult *= 0.95; happinessAdd -= 0.02;\\n } else if (n >= 40 && n < 60) consumeMult *= 1.025;\\n else consumeMult *= 0.975;\\n }//general fluid\\n var weights = { 'baby': 0.1 * (G.year == 0 ? 0.9 : 1), 'child of Christmas': 0.3 * (G.year == 0 ? 0.9 : 1), 'child': 0.3 * (G.year == 0 ? 0.9 : 1), 'adult': 0.5 * (G.year == 0 ? 0.9 : 1), 'elder': 0.5 * (G.year == 0 ? 0.9 : 1), 'sick': 0.4 * (G.year == 0 ? 0.9 : 1), 'wounded': 0.4 * (G.year == 0 ? 0.9 : 1), 'alchemist': 0.5 * (G.year == 0 ? 0.9 : 1), 'prisoner': 0.4 * (G.year == 0 ? 0.9 : 1) };\\n for (var i in weights) { toConsume += G.getRes(i).amount * weights[i]; }\\n var rations = G.checkPolicy('water rations');\\n switch (rations) {\\n case 'none': toConsume = 0; changeHappiness((-me.amount * 3) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); G.gain('health', -me.amount * 2, 'water rations'); break;\\n case 'meager': toConsume *= 0.5; changeHappiness((-me.amount * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); G.gain('health', -me.amount * 0.5, 'water rations'); break;\\n case 'sufficient':\\n toConsume *= 1;\\n changeHappiness(((happinessLevel < 0 ? me.amount * 0.2 : -me.amount * 0.2) * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); break;\\n case 'plentiful': toConsume *= 1.5; changeHappiness((me.amount * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1.1 : Math.pow(happinessLevel * 0.02, 0.4)), 'water rations'); break;\\n }\\n toConsume = randomFloor(toConsume * consumeMult);\\n var consumed = G.lose('water', toConsume, 'drinking');\\n changeHappiness(consumed * happinessAdd * (G.has(\\"t7\\") ? 0.2 : 0.5), 'water culture');\\n var lacking = toConsume - consumed;\\n if (rations == 'none') lacking = me.amount * 0.5;\\n if (lacking > 0)//are we out of water?\\n {\\n //resort to muddy water\\n if (rations != 'none' && G.checkPolicy('drink muddy water') == 'on') lacking = lacking - G.lose('muddy water', lacking, 'drinking');\\n if (lacking > 0 && G.checkPolicy('disable aging') == 'off')//are we also out of muddy water?\\n {\\n changeHappiness(-lacking * 5 * (G.has(\\"t7\\") ? 0.2 : 1), 'no water');\\n //die off\\n var toDie = (lacking / 5) * 0.05;\\n if (G.year < 1) toDie /= 5;//less deaths in the first year\\n var died = 0;\\n var weights = { 'baby': 0.1, 'child of Christmas': 0.2, 'child': 0.2, 'adult': 0.5, 'elder': 1, 'sick': 0.4, 'wounded': 0.3, 'alchemist': 0.5, 'prisoner': 0.4 };//the elderly are the first to starve off\\n var sum = 0; for (var i in weights) { sum += weights[i]; } for (var i in weights) { weights[i] /= sum; }//normalize\\n for (var i in weights) { var ratio = (G.getRes(i).amount / me.amount); weights[i] = ratio + (1 - ratio) * weights[i]; }\\n for (var i in weights) { var n = G.lose(i, randomFloor((Math.random() * 0.8 + 0.2) * toDie * weights[i]), 'dehydration'); died += n; }\\n G.gain('corpse', died, 'dehydration');\\n changeHappiness(-died * 20 * deathUnhappinessMult, 'dehydration');\\n G.getRes('died this year').amount += died;\\n if (G.getSetting('death messages') || G.resets < 3) { //toggle\\n if (died > 0) G.Message({ type: 'bad', mergeId: 'diedDehydration', textFunc: function (args) { return B(args.died) + ' ' + (args.died == 1 ? 'person' : 'people') + ' died from dehydration.'; }, args: { died: died }, icon: [5, 4] });\\n };\\n }\\n }\\n\\n //eat food\\n var toConsume = 0;\\n var consumeMult = 1;\\n var happinessAdd = 0;\\n if (G.has('culture of moderation')) { consumeMult *= 0.85; happinessAdd -= 0.1; }\\n if (G.has('ungrateful tribe')) { consumeMult *= 0.97 }\\n if (G.has('ungrateful tribe II')) { consumeMult *= 0.99 }\\n if (G.has('tribe of eaters')) { consumeMult *= 1.2 }\\n else if (G.has('joy of eating')) { consumeMult *= 1.15; happinessAdd += 0.1; }\\n else if (G.has('unstable eating habits')) { consumeMult *= (G.year % 31 > 15 ? 1.05 : 0.95); happinessAdd += (G.year % 31 > 15 ? 0.03 : -0.03) } //fluid\\n else if (G.has('unstable consumption habits')) {\\n var n = G.year % 80;\\n if (n < 20) {\\n consumeMult *= 1.05; happinessAdd += 0.01;\\n }\\n if (n >= 20 && n < 40) {\\n consumeMult *= 0.95; happinessAdd -= 0.05;\\n } else if (n >= 40 && n < 60) consumeMult *= 1.025;\\n else consumeMult *= 0.975;\\n }//general fluid\\n\\n var weights = { 'baby': 0.2 * (G.year == 0 ? 0.9 : 1), 'child of Christmas': 0.5 * (G.year == 0 ? 0.9 : 1), 'child': 0.5 * (G.has('child workforce') ? 1.1 : 1) * (G.year == 0 ? 0.9 : 1), 'adult': 1 * (G.year == 0 ? 0.9 : 1), 'elder': 1 * (G.year == 0 ? 0.9 : 1), 'sick': 0.75 * (G.year == 0 ? 0.9 : 1), 'wounded': 0.75 * (G.year == 0 ? 0.9 : 1), 'alchemist': 0.5 * (G.year == 0 ? 0.9 : 1), 'prisoner': 0.4 * (G.year == 0 ? 0.9 : 1) };\\n for (var i in weights) { toConsume += G.getRes(i).amount * weights[i]; }\\n var rations = G.checkPolicy('food rations');\\n switch (rations) {\\n case 'none': toConsume = 0; changeHappiness((-me.amount * 2) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); G.gain('health', -me.amount * 2, 'food rations'); break;\\n case 'meager': toConsume *= 0.5; changeHappiness((-me.amount * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); G.gain('health', -me.amount * 0.5, 'food rations'); break;\\n case 'sufficient':\\n toConsume *= 1;\\n if (Math.abs(happinessLevel) > 100)\\n changeHappiness((happinessLevel < 0 ? me.amount * 0.5 : -me.amount * 0.5) * (G.has(\\"t7\\") ? 0.2 : 1) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); break;\\n case 'plentiful': toConsume *= 1.5;\\n changeHappiness((me.amount * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1 : Math.pow(happinessLevel * 0.02, 0.4)), 'food rations'); break;\\n }\\n toConsume = randomFloor(toConsume * consumeMult);\\n var consumed = G.lose('food', toConsume, 'eating');\\n changeHappiness(G.lose('salt', randomFloor(consumed * 0.1), 'salting food') * 5, 'salting food');//use salt\\n changeHappiness(G.lose('spices', randomFloor(consumed * 0.00003), 'spicing food') * (G.has('love of spice') ? 36 : 30), 'spicing food');//use spice\\n changeHappiness(consumed * happinessAdd * (G.has(\\"t7\\") ? 0.2 : 0.5), 'food culture');\\n var lacking = toConsume - consumed;\\n if (rations == 'none') lacking = me.amount * 1;\\n\\n if (lacking > 0)//are we out of food?\\n {\\n //resort to spoiled food\\n if (rations != 'none' && G.checkPolicy('eat spoiled food') == 'on') lacking = lacking - G.lose('spoiled food', lacking, 'eating');\\n if (lacking > 0 && G.checkPolicy('disable aging') == 'off')//are we also out of spoiled food?\\n {\\n changeHappiness(-lacking * 5 * (G.has(\\"t7\\") ? 0.2 : 1), 'no food');\\n //die off\\n var toDie = (lacking / 5) * 0.05;\\n if (G.year < 1) toDie /= 5;//less deaths in the first year\\n var died = 0;\\n var weights = { 'baby': 0.1, 'child of Christmas': 0.2, 'child': 0.2, 'adult': 0.5, 'elder': 1, 'sick': 0.4, 'wounded': 0.3, 'alchemist': 0.5, 'prisoner': 0.4 };//the elderly are the first to starve off\\n var sum = 0; for (var i in weights) { sum += weights[i]; } for (var i in weights) { weights[i] /= sum; }//normalize\\n for (var i in weights) { var ratio = (G.getRes(i).amount / me.amount); weights[i] = ratio + (1 - ratio) * weights[i]; }\\n for (var i in weights) { var n = G.lose(i, randomFloor((Math.random() * 0.8 + 0.2) * toDie * weights[i]), 'starvation'); died += n; }\\n G.gain('corpse', died, 'starvation');\\n changeHappiness(-died * 20 * deathUnhappinessMult * (G.has(\\"t7\\") ? 0.2 : 1), 'starvation');\\n G.getRes('died this year').amount += died;\\n if (G.getSetting('death messages') || G.resets < 3) { //toggle\\n if (died > 0) G.Message({ type: 'bad', mergeId: 'diedStarvation', textFunc: function (args) { return B(args.died) + ' ' + (args.died == 1 ? 'person' : 'people') + ' died from starvation.'; }, args: { died: died }, icon: [5, 4] });\\n };\\n }\\n }\\n }\\n\\n //clothing\\n var objects = { 'hardened clothes': [0.14, 0.2], 'colored clothing': [0.125, 0.1], 'basic clothes': [0.1, 0.1], 'primitive clothes': [0.02, 0.03] };\\n var leftout = me.amount;\\n var prev = leftout;\\n var fulfilled = 0;\\n var happyDressModifier = 1;\\n var healthDressModifier = 1;\\n if (G.has('nudist culture')) { happyDressModifier *= (G.year % 31 > 25 ? 0.9 : 0.95); healthDressModifier *= (G.year % 31 > 25 ? 0.96 : 0.975) };\\n if (G.has('fluid dress code')) happyDressModifier *= (G.year % 31 > 15 ? 1.04 : 0.96);\\n for (var i in objects) {\\n fulfilled = Math.min(me.amount, Math.min(G.getRes(i).amount, leftout));\\n changeHappiness(fulfilled * objects[i][0] * happyDressModifier, 'clothing');\\n G.gain('health', fulfilled * objects[i][1] * healthDressModifier, 'clothing');\\n leftout -= fulfilled;\\n }\\n var dressLackModifierHap = 1;\\n if (G.has('nudist culture')) dressLackModifierHap *= 1.5;\\n if (G.has('strict dress code')) dressLackModifierHap *= 1.5;\\n if (G.has('fluid dress code')) heartModifier *= (G.year % 31 > 15 ? 1.25 : 0.75);\\n if (G.has('dt10')) {\\n changeHappiness(-leftout * 0.3 * (G.has(\\"t7\\") ? 0.2 : 1) * dressLackModifierHap, 'no clothing'),\\n G.gain('health', -leftout * 0.3 * (G.has(\\"t7\\") ? 0.2 : 1), 'no clothing');\\n } else {\\n changeHappiness(-leftout * 0.15 * (G.has(\\"t7\\") ? 0.2 : 1) * dressLackModifierHap, 'no clothing'),\\n G.gain('health', -leftout * 0.15 * (G.has(\\"t7\\") ? 0.2 : 1), 'no clothing');\\n }\\n\\n\\n //fire\\n var objects = { 'fire pit': [5, 0.1, 0.1] };\\n var leftout = me.amount;\\n var prev = leftout;\\n var fulfilled = 0;\\n var happyHeartModifier = 1;\\n var healthHeartModifier = 1;\\n if (G.has('cold heart')) { happyHeartModifier *= 0.9; healthHeartModifier *= (G.year % 31 > 25 ? 0.975 : 0.985) };\\n if (G.has('hot heart')) { happyHeartModifier *= 1.25 };\\n if (G.has('fluid heart')) happyHeartModifier *= (G.year % 31 > 15 ? 1.05 : 0.95);\\n for (var i in objects) {\\n fulfilled = Math.min(me.amount, Math.min(G.getRes(i).amount * objects[i][0], leftout));\\n changeHappiness(fulfilled * objects[i][1] * happyHeartModifier, 'warmth & light');\\n G.gain('health', fulfilled * objects[i][2] * healthHeartModifier, 'warmth & light');\\n leftout -= fulfilled;\\n }\\n var heartModifier = 1;\\n if (G.has('cold heart')) heartModifier *= 1.5;\\n if (G.has('hot heart')) heartModifier *= 0.5;\\n if (G.has('fluid heart')) heartModifier *= (G.year % 31 > 15 ? 1.25 : 0.75);\\n if (G.has('dt11')) {\\n changeHappiness(-leftout * 0.2 * (G.has(\\"t7\\") ? 0.2 : 1) / heartModifier, 'cold & darkness'),\\n G.gain('health', -leftout * 0.2 * (G.has(\\"t7\\") ? 0.2 : 1), 'cold & darkness');\\n } else {\\n changeHappiness(-leftout * 0.1 * (G.has(\\"t7\\") ? 0.2 : 1) / heartModifier, 'cold & darkness'),\\n G.gain('health', -leftout * 0.1 * (G.has(\\"t7\\") ? 0.2 : 1), 'cold & darkness');\\n }\\n\\n //homelessness\\n var homeless = Math.max(0, (G.getRes('population').amount) - G.getRes('housing').amount);\\n if (G.has('sedentism') && me.amount > 15 && homeless > 0) {\\n if (G.getSetting('homelessness messages') || G.resets < 3) {\\n if (tick % 40 == 0) G.Message({ type: 'bad', mergeId: 'homeless', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person is' : 'people are') + ' homeless.
    Homelessness with more than 15 population leads to lower birth rates.'; }, args: { n: homeless }, replaceOnly: true, icon: [12, 4] });\\n }\\n }\\n\\n //age\\n if (G.checkPolicy('disable aging') == 'off') {\\n if (G.year >= 10)//no deaths of old age the first 10 years\\n {\\n var n = randomFloor(G.getRes('elder').amount * 0.00035);\\n G.gain('corpse', n, 'old age');\\n G.lose('elder', n, 'old age');\\n changeHappiness(-n * 5 * deathUnhappinessMult * (G.has(\\"t7\\") ? 0.2 : 1), 'death');\\n if (G.getSetting('homelessness messages') || G.resets < 3) { //toggle\\n if (n > 0) G.Message({ type: 'bad', mergeId: 'diedAge', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' died of old age.'; }, args: { n: n }, icon: [13, 4] });\\n }\\n G.getRes('died this year').amount += n;\\n }\\n if (G.year >= 5)//no aging adults the first 5 years\\n {\\n var n = randomFloor(G.getRes('adult').amount * 0.0002);\\n G.gain('elder', n, '-'); G.lose('adult', n, 'aging up');\\n }\\n var n = randomFloor(G.getRes('child').amount * 0.002); G.gain('adult', n, 'aging up'); G.lose('child', n, 'aging up');\\n var n = randomFloor(G.getRes('baby').amount * 0.005); G.gain('child', n, 'aging up'); G.lose('baby', n, 'aging up');\\n\\n //births\\n var parents = G.getRes('adult').amount + G.getRes('elder').amount;\\n if (parents >= 2)//can't make babies by yourself\\n {\\n var born = 0;\\n var birthRate = 1;\\n if (me.amount < 100) birthRate *= 3;//more births if low pop\\n if (me.amount < 10) birthRate *= 3;//even more births if very low pop\\n if (G.checkPolicy('fertility rituals') == 'on') birthRate *= 1.2;\\n if (G.checkPolicy('population control') == 'forbidden') birthRate *= 0;\\n else if (G.checkPolicy('population control') == 'limited') birthRate *= 0.5;\\n birthRate *= productionMult;\\n if (homeless > 0 && me.amount > 15) birthRate *= 0.01;//harder to make babies if you have more than 15 people and some of them are homeless\\n var n = randomFloor(G.getRes('adult').amount * 0.0003 * birthRate); G.gain('baby', n, 'birth'); changeHappiness(n * 10 * (G.has(\\"t7\\") ? 0.75 : 1), 'birth'); born += n;\\n if (day + leap >= 40 && day + leap <= 46 && G.has('parental love')) G.gain('love xp', n, 'birth');\\n var n = randomFloor(G.getRes('elder').amount * 0.00003 * birthRate); G.gain('baby', n, 'birth'); changeHappiness(n * 10 * (G.has(\\"t7\\") ? 0.75 : 1), 'birth'); born += n;\\n if (day + leap >= 40 && day + leap <= 46 && G.has('parental love')) G.gain('love xp', n / 2, 'birth');\\n G.getRes('born this year').amount += born;\\n if (G.getSetting('birth messages') || G.resets < 3) {\\n if (born > 0) G.Message({ type: 'good', mergeId: 'born', textFunc: function (args) { return B(args.born) + ' ' + (args.born == 1 ? 'baby has' : 'babies have') + ' been born.'; }, args: { born: born }, icon: [2, 3] });\\n }\\n }\\n\\n //health (diseases and wounds)\\n //note : when a sick or wounded person recovers, they turn into adults; this means you could get a community of old people fall sick, then miraculously age back. life is a mystery\\n\\n //sickness\\n var toChange = 0.00003;\\n if (G.getRes('health').amount < 0) {\\n toChange *= (1 + Math.abs(G.getRes('health').amount / me.amount));\\n }\\n if (toChange > 0) {\\n if (G.year < 5) toChange *= 0.5;//less disease the first 5 years\\n if (me.amount <= 15) toChange *= 0.5;\\n if (G.checkPolicy('flower rituals') == 'on') toChange *= 0.8;\\n var changed = 0;\\n var handwashEffect = G.has('handwashC') ? 0.999 : (G.has('handwashM') ? 0.9996 : 1)\\n var weights = { 'baby': 2, 'child of Christmas': 1.5 * handwashEffect, 'child': 1.5 * handwashEffect, 'adult': 1 * handwashEffect, 'elder': 2 * handwashEffect };\\n if (G.checkPolicy('child workforce') == 'on') weights['child'] *= 2;\\n if (G.checkPolicy('elder workforce') == 'on') weights['elder'] *= 2;\\n if (G.year < 5) weights['adult'] = 0;//adults don't fall sick the first 5 years\\n for (var i in weights) { var n = G.lose(i, randomFloor(Math.random() * G.getRes(i).amount * toChange * weights[i]), '-'); changed += n; }\\n G.gain('sick', changed, 'disease');\\n if (G.getSetting('disease messages') || G.resets < 3) { //toggle\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'fellSick', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' fell sick.'; }, args: { n: changed }, icon: [6, 3] });\\n };\\n }\\n //sickness : death and recovery\\n var sickMortality = 0.005;\\n var changed = 0;\\n var n = G.lose('sick', randomFloor(Math.random() * G.getRes('sick').amount * sickMortality), 'disease'); G.gain('corpse', n, 'disease'); changed += n;\\n changeHappiness(-changed * 15 * deathUnhappinessMult * (G.has(\\"t7\\") ? 0.2 : 1), 'death');\\n G.getRes('died this year').amount += changed;\\n if (G.getSetting('death messages') || G.resets < 3) { //toggle\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'diedSick', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' died from disease.'; }, args: { n: changed }, icon: [5, 4] });\\n };\\n var sickHealing = 0.01;\\n if (G.checkPolicy('flower rituals') == 'on') sickHealing *= 1.25;\\n var changed = 0;\\n var n = G.lose('sick', randomFloor(Math.random() * G.getRes('sick').amount * sickHealing), 'healing'); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n, '-'); changed += n;\\n changeHappiness(changed * 10 * (G.has(\\"t7\\") ? 0.2 : 1), 'recovery');\\n if (G.getSetting('disease messages') || G.resets < 3) {\\n if (changed > 0) G.Message({ type: 'good', mergeId: 'sickRecovered', textFunc: function (args) { return B(args.n) + ' sick ' + (args.n == 1 ? 'person' : 'people') + ' got better.'; }, args: { n: changed }, icon: [4, 3] });\\n };\\n\\n //wounds\\n var toChange = 0.00003;\\n if (toChange > 0) {\\n if (G.year < 5) toChange *= 0.5;//less wounds the first 5 years\\n if (me.amount <= 15) toChange *= 0.5;\\n var changed = 0;\\n var weights = { 'baby': 2, 'child of Christmas': 1.5, 'child': 1.5, 'adult': G.checkPolicy('elder workforce') == 'on' ? 1.3 : 1, 'elder': 2, 'alchemist': 0.5 };\\n if (G.checkPolicy('child workforce') == 'on') weights['child'] *= G.checkPolicy('elder workforce') == 'on' ? 4 : 3;\\n if (G.checkPolicy('elder workforce') == 'on') weights['elder'] *= 3;\\n if (G.year < 5) weights['adult'] = 0;//adults don't get wounded the first 5 years\\n for (var i in weights) { var n = G.lose(i, randomFloor(Math.random() * G.getRes(i).amount * toChange * weights[i]), '-'); changed += n; }\\n G.gain('wounded', changed, 'accident');\\n if (G.getSetting('accident messages') || G.resets < 3) {\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'gotWounded', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' got wounded.'; }, args: { n: changed }, icon: [7, 3] });\\n };\\n }\\n //wounds : death and recovery\\n var woundMortality = 0.005;\\n var changed = 0;\\n var n = G.lose('wounded', randomFloor(Math.random() * G.getRes('wounded').amount * woundMortality), 'wounds'); G.gain('corpse', n, 'wounds'); changed += n;\\n changeHappiness(-changed * 15 * deathUnhappinessMult * (G.has(\\"t7\\") ? 0.2 : 1), 'death');\\n G.getRes('died this year').amount += changed;\\n if (G.getSetting('death messages') || G.resets < 3) { //toggle\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'diedWounded', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' died from their wounds.'; }, args: { n: changed }, icon: [5, 4] });\\n }\\n var sickHealing = 0.005;\\n var changed = 0;\\n var n = G.lose('wounded', randomFloor(Math.random() * G.getRes('wounded').amount * sickHealing), 'healing'); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n, '-'); changed += n;\\n changeHappiness(changed * 10 * (G.has(\\"t7\\") ? 0.2 : 1), 'recovery');\\n if (G.getSetting('accident messages') || G.resets < 3) {\\n if (changed > 0) G.Message({ type: 'good', mergeId: 'woundedRecovered', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' recovered from their wounds.'; }, args: { n: changed }, icon: [4, 3] });\\n }\\n }\\n }\\n else if (G.T > 0 && G.day + (G.year * 300) > 1) { G.GameOver(); }\\n if (me.amount >= 1000 && G.achievByName['wild tribe'].won == 0) {\\n G.achievByName['wild tribe'].won = 1;\\n G.middleText('- Completed Wild tribe achievement -');\\n }\\n if (me.amount >= 10000 && G.achievByName['rising star'].won == 0) {\\n G.achievByName['rising star'].won = 1;\\n G.middleText('- Completed Rising star achievement -');\\n }\\n if (me.amount >= 150000 && G.achievByName['progressive city'].won == 0) {\\n G.achievByName['progressive city'].won = 1;\\n G.middleText('- Completed Progressive city achievement -');\\n }\\n if (me.amount >= 500000 && G.achievByName['metropoly'].won == 0) {\\n G.achievByName['metropoly'].won = 1;\\n G.middleText('- Completed Metropoly achievement -');\\n }\\n if (me.amount >= 1000000 && G.achievByName['a huge city made of the smaller cities'].won == 0) {\\n G.achievByName['a huge city made of the smaller cities'].won = 1\\n G.middleText('- Completed A huge city made of the smaller cities achievement -')\\n }\\n\\n if (G.getRes('sick').amount > 0 && G.year < 1 && G.day < 10) {\\n var n = G.getRes('sick').amount;\\n G.lose('sick', n); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n);\\n };\\n }","partOf":"false","subRes":["baby","child","adult","elder","sick","wounded","alchemist","prisoner","wounded alchemist","thief","child of Christmas","artist","virtuoso of art"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"baby","displayName":"Baby","desc":"[baby,Babies] are born when you have 2 or more [adult]s left to their own devices.//Any 2 adults can have babies, even if they are working. [elder]s can also have babies, though much slower.//[happiness] affects how many babies your people make.//Over time, babies will grow into [child,Children], although [baby,Babies] will consume 40% as much as them.","startWith":0,"icon":[2,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"child","displayName":"Child","desc":"[baby,Babies] grow into [child,Children] gradually.//After a while, they will grow up into [adult]s.//Children will eat and drink half as much as adults.//Children do not count as [worker]s, unless special measures are in place.","startWith":2,"icon":[3,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"adult","displayName":"Adult","desc":"[adult]s grow from [child,Children] over time.//They eventually age into [elder,Elders].//Generally, adults make up most of your [worker,workforce].","startWith":5,"icon":[4,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"elder","displayName":"Elder","desc":"[adult]s that grow old are [elder,Elders].//Elders may end up [corpse,dying] of old age.//Elders do not count as [worker]s, unless special measures are in place.","startWith":1,"icon":[5,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"sick","displayName":"Sick","desc":"[adult,People] can fall [sick,sick] when your [health] levels are too low. They do not [worker,work], but may be healed over time.","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[6,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"wounded","displayName":"Wounded","desc":"[adult,People] may get [wounded,wounded] due to work injuries, or from war. They do not [worker,work], but may slowly get better over time.","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[7,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"corpse","displayName":"Corpse","desc":"[corpse,Corpses] are the remains of [population,people] that died, whether from old age, an accident, disease, starvation, or a brutal war.//Corpses left in the open air tend to spread diseases and make people unhappy, which tend to get even worse as superstitions develop. To mitigate this, you need a [burial spot] for each corpse.","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[8,3],"meta":false,"tick":"function (me, tick) {\\n var graves = G.getRes('burial spot');\\n if (G.getRes('population').amount > 0) {\\n if (!G.has('respect for the corpse') && !G.has(\\"belief in the beforelife\\")) {\\n if (G.has('ritual necrophagy'))//butcher 3% of corpses every day, you weirdo\\n {\\n var changed = 0;\\n var n = G.lose('corpse', randomFloor(G.getRes('corpse').amount * 0.03), 'necrophagy'); G.gain('meat', n * 30, 'necrophagy'); G.gain('bone', n * 5, 'necrophagy'); changed += n;\\n if (n > 0) {\\n G.pseudoGather(G.getRes('faith'), changed);\\n G.gain('health', -changed * 0.1 * (G.has('vampirism') && (day + leap >= 289 && day + leap <= 305) ? 1.1 : 1), 'necrophagy' + (G.has('vampirism') && (day + leap >= 289 && day + leap <= 305) ? ' & vampirism ' : ''));\\n }\\n }\\n if (G.has('art of death'))//use 1% of corpses every day for art purposes\\n {\\n AoD();\\n }\\n }\\n if (me.amount >= 1) {\\n //bury slowly\\n\\n if (graves.amount > graves.used && G.getRes('dark decay').hidden == true) {\\n if (G.checkPolicy('se08') == 'off') {//BURI'O DAK\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('corpse', amount, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n } else {\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('corpse', amount * 1.1, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n }\\n }\\n\\n if (G.has('revenants') && !G.has('peace')) {\\n if (G.day % 40 === 0) {\\n var wildCorpses = randomFloor(G.getRes('corpse').amount * 0.00125)\\n G.lose('corpse', wildCorpses, 'revenge of corpses');\\n G.lose('dark essence', Math.random() * 4 + 2, 'revenge of corpses');\\n G.gain('wild corpse', wildCorpses, 'revenge of corpses');\\n } else if (G.day % 30 == 0) {\\n G.lose('corpse', 1, 'revenge of corpses');\\n G.gain('wild corpse', 1, 'revenge of corpses');\\n }\\n }\\n\\n }\\n }\\n if (graves.amount < graves.used) {\\n //more occupied burial spots than total burial spots? this means we've been deleting burial spot that was already containing corpses; exhume those suckers\\n var toExhume = randomFloor((graves.used - graves.amount) * 0.1);\\n graves.used -= toExhume;\\n G.gain('corpse', toExhume, 'not enough burial spots');\\n changeHappiness(-toExhume * 2, 'not enough burial spots');//this fixes a funny little thing where you can kinda cheese happiness by rapidly getting and removing burial spots (which are free)\\n }\\n\\n // Very slow normal corpse decay\\n if (G.day % 30 == 0) {\\n var toSpoil = me.amount * 0.0075;\\n var spent = G.lose('corpse', randomFloor(toSpoil), 'decay');\\n }\\n\\n var unhappiness = 0.01;\\n if (G.has('burial')) unhappiness *= 1.5;\\n if (G.has('belief in revenants')) unhappiness *= 2 * (G.has('bII(normal)') ? 0.95 : 1);\\n changeHappiness(-me.amount * unhappiness, 'corpses');\\n G.gain('health', -me.amount * 0.02, 'corpses');\\n // Corpse decay trait: Normal decay still works dark wormholes provide additional decay\\n if (G.has('corpse decay')) {\\n var toSpoil = me.amount * 0.002 * (G.getRes('corpsedecaypoint').amount);\\n var spent = G.lose('corpse', randomFloor(toSpoil), 'corpse decay from wormholes');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"burial spot","displayName":"Burial spot","desc":"Each [burial spot] has enough room for one [corpse], letting you prevent the spread of disease and unhappiness.//Your people will slowly bury [corpse]s if there are enough [burial spot]s.//The number on the left is how many burial spots are occupied, while the number on the right is how many you have in total.","startWith":0,"icon":[13,4],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"tl","displayName":"Total land","desc":"This is the combined amount of land from all worlds that your people have discovered and explored this run.","startWith":0,"icon":[23,18,"magixmod"],"meta":true,"partOf":"false","subRes":["land","land of the Plain Island","land of the Paradise","land of the Underworld","land of the Past"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"housing","displayName":"Housing","desc":"Each [housing,Housing spot] accommodates one [population,Person].//Beyond the 15 people a basic nomad tribe can support, your population will only grow if you have unoccupied [housing].//Homelessness (having less housing than population) will lead to unhappiness and disease.//The number on the left is how much housing is occupied, while the number on the right is how much housing room you have in total.","startWith":0,"icon":[12,4],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"land","displayName":"Land","desc":"Each tile of territory you own grants you some [land] (100 per fully-explored non-ocean tile normally) upon which you can construct buildings. If for some reason you find yourself with less land than your buildings are using, some of them will start to slowly crumble away.//The number on the left is how much land is occupied, while the number on the right is how much land you have in total.","startWith":0,"icon":[14,4],"meta":false,"tick":"function (me) {\\n if (!G.has('beyond the edge')) {\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100);\\n } else if (G.has('mirror world 2/2') && G.has('beyond the edge II') && G.has('beyond the edge')) {\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100) * 1.07 * 2;\\n } else if (G.has('beyond the edge II') && G.has('beyond the edge')) {\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100) * 1.07;\\n } else if (G.has('beyond the edge')) {\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100) * 1.015;\\n }\\n me.amount -= G.getRes('wtrDecay').amount\\n if (me.amount < 1) {\\n me.amount = 0\\n G.lose('population', G.getRes('population').amount, 'out of land')\\n G.dialogue.popup(function (div) {\\n return '
    ' +\\n '
    Trial failed
    ' +\\n '
    You failed the Ocean trial' +\\n '
    Your people ran out of land and perished...quite sad.
    ' +\\n '

    ' +\\n 'But you can try again by reaching the Pantheon again and choosing Ocean.

    ' +\\n 'Technical note: Start a new run by opening the settings.' +\\n '
    '\\n })\\n }\\n if (!G.has('beyond the edge')) {\\n if (me.amount > G.achievByName['mostPeopleLand'].won) G.achievByName['mostPeopleLand'].won = me.amount;\\n } else if (G.has('mirror world 2/2') && G.has('beyond the edge II') && G.has('beyond the edge')) {\\n if (me.amount / 1.07 / 2 > G.achievByName['mostPeopleLand'].won) G.achievByName['mostPeopleLand'].won = me.amount / 1.07 / 2;\\n } else if (G.has('beyond the edge II') && G.has('beyond the edge')) {\\n if (me.amount / 1.07 > G.achievByName['mostPeopleLand'].won) G.achievByName['mostPeopleLand'].won = me.amount / 1.07;\\n } else if (G.has('beyond the edge') && !G.has('beyond the edge')) {\\n if (me.amount / 1.015 > G.achievByName['mostPeopleLand'].won) G.achievByName['mostPeopleLand'].won = me.amount / 1.015;\\n }\\n }","partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"wtr","displayName":"Water","desc":"Every tile of ocean you own grants you some [wtr] (100 for every fully explored ocean tile normally) upon which you...cannot construct a lot. //You can only use 10% of the water in the whole world! If, for some reason, you find yourself with less available water than your buildings are using, some of them will start to slowly crumble away.<>The number on the left is how much water is occupied, the number on the middle is how much [wtr] you can use, while the number on the right is how much explored water you have in total","startWith":0,"icon":[25,18,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"worker","displayName":"Worker","desc":"Your [worker,Workforce] is the part of your [population] that is ready to work.//The number on the left is how many are currently being employed, while the number on the right is your total amount of workers.","startWith":0,"icon":[1,3],"meta":false,"tick":"function (me, tick) {\\n me.amount = G.getRes('adult').amount + G.getRes('prisoner').amount; //we'll change it in R55\\n if (G.checkPolicy('elder workforce') == 'on') me.amount += G.getRes('elder').amount - G.getRes('elder').used; //wizard can't work at factory and be wizard at the same time.\\n if (G.checkPolicy('child workforce') == 'on') me.amount += G.getRes('child').amount;\\n if (me.used > me.amount) {\\n //TODO maybe ?\\n //select all units that require workers\\n //pick some at random until we have enough people to reach the difference between workers and workers needed\\n //kill them if the unit has no gizmos, otherwise reduce the unit's percent by 1 rank\\n //maybe this could be generalized to work will all requirements\\n //or not ? some requirements have unique conditions, such as : 10 factories running at 50% only use half the workers and tools, but still need 10 land\\n //maybe this could just be a flag on land, reqIgnoresPercent=true\\n //but then how do we deal with the situation where we have less land available than land used (like after a war where we lost tiles) ? the desired behavior would be that buildings slowly die off until we're under the threshold\\n //maybe just implement a \\"onReqFail\\" function that overrides the default behavior\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"happiness","displayName":"Happiness","desc":"[happiness] describes the global level of well-being of your [population].//Happy people work even harder, while unhappy people tend to slack off; at +100% happiness, most of your workers will work twice as fast, while at -100% happiness, they will work twice as slow. This goes on up to +200% and -200%.//Several things improve happiness, such as good [food], entertainment, or luxury items; things that bring down [happiness] are spoiled food, starvation, disease, death and harsh policies.//Happiness and unhappiness both tend to level off over time, or reach one of the limits.","startWith":0,"colorGood":"lime","colorBad":"#f44","icon":[3,4],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n // Calculate ungratefulness\\n ungrateful = (G.has('ungrateful tribe') ? G.achievByName['mausoleum'].won > 8 ? 0.98 : (G.achievByName['mausoleum'].won > 5 ? 0.9 : (G.achievByName['mausoleum'].won > 2 ? 0.85 : 0.75)) : 1) * (G.has('ungrateful tribe II') ? 0.9 : 1)\\n if (G.has('tribe of eaters')) {\\n // Decrease the effect by half\\n ungrateful = 1 - 0.5 * (1 - ungrateful)\\n }\\n var se = 0;\\n if (G.checkPolicy(\\"se07\\") == \\"on\\") se = 25;\\n if (tick % 99 == 44) {\\n if (G.getRes('happiness').amount <= -325 * G.getRes('population').amount) me.amount = -325 * G.getRes('population').amount; //balance change\\n if (G.getRes('happiness').amount >= (325 - se) * G.getRes('population').amount) me.amount = (325 - se) * G.getRes('population').amount;\\n }\\n if (G.has('t2')) {\\n G.getRes('happiness').amount = -1e15//Unhappy trial\\n }\\n var amount = (this.displayedAmount / G.getRes('population').displayedAmount);\\n if (G.has('t4')) {\\n if (amount >= 98) {\\n changeHappiness(G.getRes('happiness').amount * -0.8)\\n }\\n }\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [5, 4];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [4, 4];\\n else if (amount >= 50) return [3, 4];\\n else if (amount >= -50) return [2, 4];\\n else if (amount >= -100) return [1, 4];\\n else return [0, 4];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"health","displayName":"Health","desc":"[health] represents the average physical condition of your [population].//Lower health tends to make people [sick] and unhappy, while higher health will make people happier.//Health can be affected by a number of things, including eating raw or spoiled [spoiled food], drinking [muddy water], poor living conditions, and ongoing plagues.","startWith":0,"colorGood":"lime","colorBad":"#f44","icon":[3,5],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n if (tick % 99 == 44) {\\n if (G.getRes('health').amount <= -300 * G.getRes('population').amount) me.amount = -300 * G.getRes('population').amount; //balance change\\n if (G.getRes('health').amount >= 300 * G.getRes('population').amount) me.amount = 300 * G.getRes('population').amount;\\n }\\n if (G.getRes('population').amount > 0 && tick % 2 == 0) {\\n //note : this is \\"soft\\" sickness; it affects the chance of people falling sick\\n //G.getRes('happiness').amount+=(me.amount-G.getRes('happiness').amount)*0.01;\\n changeHappiness(me.amount * 0.001, 'health');\\n\\n var sickness = 0.1;\\n sickness += Math.pow(Math.max(0, G.getRes('population').amount - 50), 0.1) * 0.1;//more people means more contagion\\n G.gain('health', -G.getRes('population').amount * (Math.random() * sickness), 'disease');//people randomly get sick\\n var recovery = 0.98;\\n me.amount *= recovery;//people recover over time\\n }\\n if (G.has('t4') && G.year >= 3) {\\n G.lose('health', 1 + (G.year * ((G.achievByName['hunted'].won + 1) / 3)), 'Trial')\\n }\\n }","getIcon":"function (me) {\\n if (day >= 40 && day <= 46) {\\n if (G.getRes('population').amount <= 0) return [8, 17, 'seasonal'];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [7, 17, 'seasonal'];\\n else if (amount >= 50) return [6, 17, 'seasonal'];\\n else if (amount >= -50) return [5, 17, 'seasonal'];\\n else if (amount >= -100) return [4, 17, 'seasonal'];\\n else return [3, 17, 'seasonal'];\\n }\\n } else {\\n if (G.getRes('population').amount <= 0) return [5, 5];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [4, 5];\\n else if (amount >= 50) return [3, 5];\\n else if (amount >= -50) return [2, 5];\\n else if (amount >= -100) return [1, 5];\\n else return [0, 5];\\n }\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"food storage","displayName":"Food storage","desc":"Each [food storage] unit slows down decay for one [food] unit.//The number on the left is how much food storage is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[12,5],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('precious pot').amount * 30;\\n amount += G.getRes('basket').amount * 10;\\n amount += G.getRes('pot').amount * 25;\\n amount += G.getRes('ice').amount;\\n amount += G.getRes('added food storage').amount;\\n me.amount = amount;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"added food storage","displayName":"Added food storage","hidden":true,"startWith":0,"icon":[12,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"material storage","displayName":"Material storage","desc":"Each [material storage] unit lowers the rate of decay or theft for one unit of your materials.//The number on the left is how much material storage is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[14,5],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('added material storage').amount;\\n me.amount = amount;\\n\\n var materials = 0;\\n for (var i in G.props['perishable materials list']) {\\n var mat = G.props['perishable materials list'][i];\\n materials += mat.amount;\\n }\\n me.used = materials;\\n\\n if (materials > 0) {\\n var stored = Math.min(materials, amount) / materials;\\n var notStored = 1 - stored;\\n\\n for (var i in G.props['perishable materials list']) {\\n var mat = G.props['perishable materials list'][i];\\n\\n var toSpoil = mat.amount * 0.002 * notStored + mat.amount * 0.0001 * stored;\\n var spent = G.lose(mat.name, randomFloor(toSpoil), 'decay');\\n }\\n }\\n\\n G.props['perishable materials list'] = [];\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"added material storage","displayName":"Added material storage","hidden":true,"startWith":0,"icon":[14,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"water","displayName":"Water","desc":"[water] is required to keep your [population,people] hydrated, at the rate of half a unit per person every 3 ticks (although babies and children drink less).//Without water, people will resort to drinking [muddy water], which is unhealthy; if that runs out too, your people will start to die off.//Most terrains have some fresh water available for gathering, such as ponds, streams and rain, but drier locations may have to rely on well digging.//Water also turns into [muddy water] over time, if your water storage is insufficient.","startWith":250,"icon":[7,6],"turnToByContext":{"drinking":{"health":0.01,"happiness":0}},"meta":false,"tick":"function (me, tick) {\\n var toSpoil = 0\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n //CHRA-NOS\\n if (G.checkPolicy('se01') == 'on') {\\n if (G.achievByName['patience'].won == 0) {\\n toSpoil = me.amount * (0.02 - (G.getRes('chranospts').amount / 1000) / 2);\\n } else {\\n toSpoil = me.amount * 0.02;\\n }\\n } else if (G.achievByName['patience'].won >= 1) {\\n toSpoil = me.amount * (0.02 - (G.getRes('chranospts').amount / 1000) / 2);\\n } else {\\n toSpoil = me.amount * 0.02;\\n }\\n spent = G.lose('water', randomFloor(toSpoil * (G.checkPolicy('se06') == 'on' ? 0.4 : 1) * (G.has('drought') ? Math.pow(((G.year - getObj('drought')) * 3 + G.day * 0.01) * (G.has('careful water storage') ? 0.6 : 1) + 1.2, 0.9) : 1)), 'decay');\\n G.gain('muddy water', randomFloor(spent), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"muddy water","displayName":"Muddy water","desc":"[muddy water] tastes awful and is unhealthy, but is better than dying of thirst. Your people will default to drinking it in the absence of fresh [water].//It can be collected while gathering from stagnant pools or old rainwater. In addition, [water] also turns into [muddy water] over time. [muddy water] itself will slowly dry out.","startWith":0,"icon":[8,6],"turnToByContext":{"drinking":{"health":-0.03,"happiness":-0.05}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose('muddy water', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"food","displayName":"Food","desc":"[food] is consumed by your [population,people] when they get hungry, at the rate of 1 unit per person every 3 ticks (although babies and children eat less).//Some types of food are tastier or healthier than others.//Note that some food types may or may not be eaten depending on policies in place.//Food will slowly decay into [spoiled food] if you lack proper food storage.","startWith":0,"icon":[3,6],"meta":true,"tick":"function (me, tick) {\\n if (me.amount > 0 && G.checkPolicy('disable spoiling') == 'off') {\\n var stored = Math.min(me.amount, G.getRes('food storage').amount) / me.amount;\\n var notStored = 1 - stored;\\n var toSpoil = me.amount * 0.01 * notStored + me.amount * 0.0005 * stored * (G.checkPolicy('se10') == 'on' ? 1.15 : 1) * (G.checkPolicy('se06') == 'on' ? 1.3 : 1) * (G.has('famine') ? 10 : 1);\\n var spent = G.lose('food', randomFloor(toSpoil * (0.02 - (G.getRes('chranospts').amount / 1000))), 'decay');\\n }\\n }","partOf":"false","subRes":["herb","fruit","vegetable","meat","cooked meat","cured meat","seafood","cooked seafood","cured seafood","bread","meals","candy","honey","honeycomb","exotic fruit","kelp2"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"spoiled food","displayName":"Spoiled food","desc":"[spoiled food] is eaten when no other [food] is available, in a last-ditch effort to fend off starvation.//[spoiled food] is terribly unhealthy and tastes just as bad. Over time, it will decay even further into inedibility.","startWith":0,"icon":[3,7],"turnToByContext":{"eating":{"health":-0.3,"happiness":-0.5}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose('spoiled food', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"herb","displayName":"Herb","desc":"[herb,Herbs] are various plants, roots, and mushrooms that can be collected by simply foraging around. While relatively healthy to eat, they tend to taste unpleasant.","category":"food","startWith":300,"icon":[4,6],"turnToByContext":{"eating":{"health":0.005,"happiness":-0.03},"decay":{"herb":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"fruit","displayName":"Fruit","desc":"[fruit,Fruits], whether gathered from berry bushes or fruit trees, are both sweet-tasting and good for you.","category":"food","startWith":0,"icon":[4,7],"turnToByContext":{"eating":{"health":0.02,"happiness":0.011},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"vegetable","displayName":"Vegetable","desc":"[vegetable,Vegetables], whether gathered from bushes or any gardens, are both healthy and good for you.","category":"food","startWith":0,"icon":[11,11,"magixmod"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.01},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"meat","displayName":"Meat","desc":"[meat,Raw meat] is gathered from dead animals and, while fairly tasty, can harbor a variety of diseases.","category":"food","startWith":0,"icon":[5,7],"turnToByContext":{"eating":{"health":-0.03,"happiness":0.012,"bone":0.1},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"cooked meat","displayName":"Cooked meat","desc":"Eating [cooked meat] is deeply satisfying and may even produce a [bone] once eaten.","category":"food","startWith":0,"icon":[6,7],"turnToByContext":{"eating":{"health":0.02,"happiness":0.03,"bone":0.1},"decay":{"cooked meat":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"cured meat","displayName":"Cured meat","desc":"[cured meat] is interestingly tough and can keep for months without spoiling. It also provides a curious flavor and tastes a bit better than [cooked meat].","category":"food","startWith":0,"icon":[11,6],"turnToByContext":{"eating":{"health":0.02,"happiness":0.035,"bone":0.1},"decay":{"cured meat":0.95,"spoiled food":0.05}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"seafood","displayName":"Seafood","desc":"[seafood,Raw seafood] such as fish, clams, and shrimps aren't exactly the best for the body but have a little bit of mild flavor.","category":"food","startWith":0,"icon":[5,6],"turnToByContext":{"eating":{"health":-0.02,"happiness":0.0065,"bone":0.02},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"cooked seafood","displayName":"Cooked seafood","desc":"[cooked seafood] tastes delicious and has various [health] benefits.","category":"food","startWith":0,"icon":[6,6],"turnToByContext":{"eating":{"health":0.03,"happiness":0.02,"bone":0.02},"decay":{"cooked seafood":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"cured seafood","displayName":"Cured seafood","desc":"[cured seafood] has a nice smoky flavor and lasts incredibly long, making your people even happier!","category":"food","startWith":0,"icon":[12,6],"turnToByContext":{"eating":{"health":0.02,"happiness":0.0275,"bone":0.02},"decay":{"cured seafood":0.95,"spoiled food":0.05}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"bread","displayName":"Bread","desc":"[bread] is filling, nutritious, and usually not unpleasant to eat; for these reasons, it is often adopted as staple food by those who can produce it in large amounts.","category":"food","startWith":0,"icon":[7,7],"turnToByContext":{"eating":{"health":0.02,"happiness":0.0175},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"bugs","displayName":"Bugs","desc":"Worms, insects, spiders, and other creatures belong here. They are easily caught, but are usually not considered proper [food].","category":"food","startWith":0,"icon":[8,11],"turnToByContext":{"eating":{"health":0,"happiness":-0.05},"decay":{"spoiled food":0.5}},"meta":false,"tick":"function (me, tick) {\\n var toLose = me.amount * 0.003;//bugs don't like to stick around\\n var spent = G.lose(me.name, randomFloor(toLose), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"misc materials","displayName":"Misc materials","hidden":true,"startWith":0,"icon":[0,0],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["clay","sand","copper ore","iron ore","gold ore","tin ore","gems","coal","soft metal ingot","hard metal ingot","strong metal ingot","bone","hide","leather","statuette","salt","ice","mana","cobalt ore","scobs","wooden statuette","sugar cane","sugar","seeds","flowers","dyes","lead ore","mythril ore","zinc ore","osmium ore","blackium ore","mystical metal ingot","unknownium ore","dinium ore","pyrite","spices","hive frame","essenced hive frame","valuable gems","valuable gem block","charcoal"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"archaic building materials","displayName":"Archaic building materials","desc":"Materials such as a [stick] and a [stone] are used to build rudimentary structures.","startWith":0,"icon":[2,7],"meta":true,"tick":"function (me, tick) {\\n if (!G.has(\\"t10\\"))\\n if (G.checkPolicy('se10') == 'on') {\\n var toSpoil = G.getRes('archaic building materials').amount * 0.002 * 1.4;\\n var spent = G.lose('archaic building materials', randomFloor(toSpoil), 'decay');\\n } else {\\n var toSpoil = G.getRes('archaic building materials').amount * 0.002;\\n var spent = G.lose('archaic building materials', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","subRes":["stone","stick","limestone","mud","bamboo","various stones"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"stone","displayName":"Stone","desc":"Just a simple rock. Found regularly when foraging, and even more commonly when digging, mining or quarrying.","category":"build","startWith":0,"icon":[2,6],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"stick","displayName":"Stick","desc":"A short but sturdy branch. Obtained when foraging or when chopping a tree.","category":"build","startWith":0,"icon":[0,6],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"limestone","displayName":"Limestone","desc":"A fairly soft mineral. Can be foraged from some places, but is more commonly extracted while mining or quarrying.","category":"build","startWith":0,"icon":[6,8],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"mud","displayName":"Mud","desc":"Dirt saturated with water that is found often when foraging or digging.","category":"build","startWith":0,"icon":[0,7],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"basic building materials","displayName":"Basic building materials","desc":"Processed materials such as [cut stone,Stone blocks], [brick]s and [lumber], used to build basic structures belong here.","startWith":0,"icon":[2,8],"meta":true,"tick":"function (me, tick) {\\n if (!G.has(\\"t10\\"))\\n if (G.checkPolicy('se10') == 'on') {\\n var toSpoil = G.getRes('basic building materials').amount * 0.003 * 1.12;\\n var spent = G.lose('basic building materials', randomFloor(toSpoil), 'decay');\\n } else {\\n var toSpoil = G.getRes('basic building materials').amount * 0.003;\\n var spent = G.lose('basic building materials', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","subRes":["cut stone","log","lumber","brick","various cut stones"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"cut stone","displayName":"Cut stone","desc":"[stone]s carved into blocks for easier hauling and building.","category":"build","startWith":0,"icon":[0,8],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"log","displayName":"Log","desc":"Chopped wood that can be directly used in construction, but can also be processed into [lumber].","category":"build","startWith":0,"icon":[1,6],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"lumber","displayName":"Lumber","desc":"[log]s that have been processed into planks, making them an adaptable and resilient building material.","category":"build","startWith":0,"icon":[1,8],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"clay","displayName":"Clay","desc":"Found by digging in damp soil; can be baked into [brick]s.","category":"build","startWith":0,"icon":[1,7],"meta":false,"tick":"function (me, tick) {\\n var toLose = me.amount * 0.0025;\\n var spent = G.lose(me.name, randomFloor(toLose), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"brick","displayName":"Brick","desc":"Made from fired [clay] and can be used to construct solid walls efficiently.","category":"build","startWith":0,"icon":[3,8],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"advanced building materials","displayName":"Advanced building materials","desc":"Building materials such as [concrete] and [glass] are often used to build more advanced structures.","startWith":0,"icon":[3,9],"meta":true,"tick":"function (me, tick) {\\n if (!G.has(\\"t10\\"))\\n if (G.checkPolicy('se10') == 'on') {\\n var toSpoil = G.getRes('advanced building materials').amount * 0.003 * 1.03;\\n var spent = G.lose('advanced building materials', randomFloor(toSpoil), 'decay');\\n } else {\\n var toSpoil = G.getRes('advanced building materials').amount * 0.003;\\n var spent = G.lose('advanced building materials', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","subRes":["glass","concrete"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"sand","displayName":"Sand","desc":"Can be harvested from deserts and beaches and can be processed into [glass].","category":"build","startWith":0,"icon":[4,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"glass","displayName":"Glass","desc":"Obtained by melting [sand]; can be used to construct windows, which are part of most advanced buildings.","category":"build","startWith":0,"icon":[4,8],"meta":false,"partOf":"advanced building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"concrete","displayName":"Concrete","desc":"An exceptionally sturdy construction material, made by mixing [limestone] with [water] and letting it set.","category":"build","startWith":0,"icon":[5,8],"meta":false,"partOf":"advanced building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"precious building materials","displayName":"Precious building materials","desc":"Building materials such as [marble], used to build monuments.","startWith":0,"icon":[16,8],"meta":true,"tick":"function (me, tick) {\\n if (!G.has(\\"t10\\"))\\n if (G.checkPolicy('se10') == 'on') {\\n var toSpoil = G.getRes('precious building materials').amount * 0.0009 * 0.9;\\n var spent = G.lose('precious building materials', randomFloor(toSpoil), 'decay');\\n } else {\\n var toSpoil = G.getRes('precious building materials').amount * 0.0009;\\n var spent = G.lose('precious building materials', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","subRes":["marble","gold block","gem block","platinum block","various metal block"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"marble","displayName":"Marble","desc":"A construction material prized for its decorative properties. It can also be employed in sculptures.","category":"build","startWith":0,"icon":[7,8],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"gold block","displayName":"Gold block","desc":"A valuable, if unreliable construction material.","category":"build","startWith":0,"icon":[14,8],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"gem block","displayName":"Gem block","desc":"A precious building material used only for the finest monuments. Interestingly, there are two sprites for this block. Can you find them both?","category":"build","startWith":0,"icon":[17,8],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"copper ore","displayName":"Copper ore","desc":"Ore that can be processed into [soft metal ingot]s.","category":"ore","startWith":0,"icon":[9,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"iron ore","displayName":"Iron ore","desc":"Ore that can be processed into [hard metal ingot]s.","category":"ore","startWith":0,"icon":[10,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"gold ore","displayName":"Gold ore","desc":"Ore that can be processed into [precious metal ingot]s.","category":"ore","startWith":0,"icon":[11,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"tin ore","displayName":"Tin ore","desc":"Ore that can be processed into [soft metal ingot]s.","category":"ore","startWith":0,"icon":[13,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"gems","displayName":"Gems","desc":"Shiny, valuable minerals from deep beneath the earth.","category":"build","startWith":0,"icon":[7,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"coal","displayName":"Coal","desc":"Extracted from mines, coal provides a good source of energy and can be used in alloying.","category":"build","startWith":0,"icon":[12,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"soft metal ingot","displayName":"Soft metal ingot","desc":"A soft, malleable metal that can be used to make basic [metal tools].//Includes tin and copper.","category":"build","startWith":0,"icon":[9,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"hard metal ingot","displayName":"Hard metal ingot","desc":"A tough, durable metal that can be used to craft [metal tools] and weapons.//Includes iron and bronze.","category":"build","startWith":0,"icon":[10,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65},{"name":"strong metal ingot","displayName":"Strong metal ingot","desc":"Solid metal possessing high tensile strength.//Includes steel.","category":"build","startWith":0,"icon":[12,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":66},{"name":"precious metal ingot","displayName":"Precious metal ingot","desc":"Metal with little industrial use but imbued with valuable aesthetics.//Includes gold and silver.","category":"build","startWith":0,"icon":[11,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":67},{"name":"knapped tools","displayName":"Knapped tools","desc":"Rudimentary tools made by hitting [stone]s, usually flint, until their edges are sharp enough.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[0,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":68},{"name":"stone tools","displayName":"Stone tools","desc":"Simple tools made of [stone]s and [stick]s for a variety of purposes - hammering, cutting, piercing, crushing.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[1,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":69},{"name":"metal tools","displayName":"Metal tools","desc":"Solid, durable tools made of metal and wood.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[2,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":70},{"name":"stone weapons","displayName":"Stone weapons","desc":"Simple weapons made of [stone]s and [stick]s.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[5,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":71},{"name":"bow","displayName":"Bow","desc":"A weapon made of [stick,Wood] that fires [stone]-tipped arrows at a distance.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[6,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":72},{"name":"primitive clothes","displayName":"Primitive clothes","desc":"Made out of rudimentary materials such as [hide]s or [herb]s.//Each [population,Person] wearing clothing is slightly happier and healthier.//Your people automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[15,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":73},{"name":"basic clothes","displayName":"Basic clothes","desc":"Sewn together from [leather] or textile fiber.//Each [population,Person] wearing clothing is slightly happier and healthier.//Your people automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[16,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":74},{"name":"bone","displayName":"Bone","desc":"Obtained from the corpse of an animal, or discarded from eating flesh.","category":"build","startWith":0,"icon":[8,7],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":75},{"name":"hide","displayName":"Hide","desc":"A pelt obtained by slicing the skin off a dead animal.","category":"build","startWith":0,"icon":[9,7],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":76},{"name":"leather","displayName":"Leather","desc":"[hide] that has been cured and worked to make it strong and durable for a variety of uses.","category":"build","startWith":0,"icon":[10,7],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":77},{"name":"statuette","displayName":"Statuette","desc":"A small carved statue that was rudimentarily carved from [stone] or [bone].//May be used up over time, creating [culture].","category":"misc","startWith":0,"icon":[8,9],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture'), randomFloor(spent));\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":78},{"name":"salt","displayName":"Salt","desc":"Gives flavor to [food], rendering it more enjoyable to eat; may also be used to preserve food and make it last longer.","category":"misc","startWith":0,"icon":[11,7],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":79},{"name":"ice","displayName":"Ice","desc":"Can be used to preserve 1 piece of [food] longer.//Will also melt into [water] eventually.","category":"misc","startWith":0,"icon":[12,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.gain('water', randomFloor(spent * 10), 'ice melting');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":80},{"name":"basket","displayName":"Basket","desc":"Each basket stores 10 [food].//Will decay over time.","category":"misc","startWith":0,"icon":[14,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":81},{"name":"pot","displayName":"Pot","desc":"Each pot stores 25 [food].//Will itself decay gradually over time.","category":"misc","startWith":0,"icon":[13,5],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":82},{"name":"fire pit","displayName":"Fire pit","desc":"Keeps your tribe warm; each fire reduces illness for 5 people.//Used by some types of crafting.//Will burn out over time.","category":"misc","startWith":0,"icon":[13,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":83},{"name":"insight","displayName":"Insight","desc":"[insight] represents your people's ideas and random sparks of intuition.//It is limited by your [wisdom]; the closer to the limit, the slower it is to produce more.//Many technologies require [insight] to be researched.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[8,4],"meta":false,"tick":"function (me, tick) {\\n if (G.has('eotm')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":84},{"name":"wisdom","displayName":"Wisdom","hidden":true,"category":"main","startWith":0,"icon":[8,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":85},{"name":"science","displayName":"Science","desc":"[science] is the product of experiments and discoveries.//It is limited by your [education]; the closer to the limit, the slower it is to produce more.//A variety of advanced technologies will require [science] to be researched.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[3,27,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('scientific minds')) {\\n G.gain('science', Math.pow(1 - G.getRes('science').amount / G.getRes('education').amount, 1.6) * (Math.random() * 0.00008 * Math.sqrt(G.getRes('culture II').amount)), 'scientific minds')\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":86},{"name":"education","displayName":"Education","hidden":true,"category":"main","startWith":0,"icon":[6,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":87},{"name":"culture","displayName":"Culture","desc":"[culture] is produced when your people create beautiful and thought-provoking things.//It is limited by your [inspiration]; the closer to the limit, the slower it is to produce more.//Culture is used to develop cultural traits.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[10,4],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt15')) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'culture sapping');\\n }\\n if (G.has('eotm')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":88},{"name":"inspiration","displayName":"Inspiration","hidden":true,"category":"main","startWith":0,"icon":[10,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":89},{"name":"faith","displayName":"Faith","desc":"[faith] derives from all things divine, from meditation to sacrifices.//It is limited by your [spirituality]; the closer to the limit, the slower it is to produce more.//Some cultural traits and technologies depend on faith.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[7,4],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt13')) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'faith sapping');\\n }\\n if (G.has('eotm')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":90},{"name":"spirituality","displayName":"Spirituality","hidden":true,"category":"main","startWith":0,"icon":[7,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":91},{"name":"influence","displayName":"Influence","desc":"[influence] is generated by power structures.//You also get 1 free influence point at the start of every year.//It is limited by your [authority]; the closer to the limit, the slower it is to produce more.//Influence is required to enact most policies or remove traits.","category":"main","startWith":5,"colorGood":"#d4af37","icon":[11,4],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt14')) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'influence sapping');\\n }\\n if (G.has('eotm')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":92},{"name":"authority","displayName":"Authority","hidden":true,"category":"main","startWith":0,"icon":[11,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":93},{"name":"mana","displayName":"Mana","desc":"[mana] is used to make essences. It is used in wizardry and magic in many, many ways!","startWith":0,"icon":[2,3,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":94},{"name":"wand","displayName":"Wand","desc":"Wands are the basis of wizardry, and of course are used by wizards. Without it, most spells cannot be casted.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[6,4,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":95},{"name":"painting","displayName":"Painting","desc":"Made by [painter]s. Your [population,people] are proud to see it. Provides [culture] upon decay.","category":"misc","startWith":0,"icon":[12,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture'), randomFloor(spent * 2));\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":96},{"name":"land of the Plain Island","displayName":"Land of the undefined","desc":"The land you got from activating a portal to the new island: undefined. A place for new buildings.","category":"terr","startWith":0,"icon":[7,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n G.getDict('land of the Plain Island').displayName = 'Land of the ' + islandName()\\n G.getDict('land of the Plain Island').desc = 'The land you got from activating a portal to the new island: ' + islandName() + '. A place for new buildings.'\\n }","partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":97},{"name":"land of the Paradise","displayName":"Land of the Paradise","desc":"The land you got from activating a portal to the Paradise. A great place for new and unique buildings.","category":"terr","startWith":0,"icon":[20,4,"magixmod"],"meta":false,"partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":98},{"name":"fire essence","displayName":"Fire essence","desc":"[fire essence] is quite warm and dangerous. Could be used to fight against cold winters.","category":"magic","startWith":0,"icon":[0,2,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":99},{"name":"water essence","displayName":"Water essence","desc":"[water essence] is undrinkable but can be used for obtaining [mana] and small rains!","category":"magic","startWith":0,"icon":[0,1,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":100},{"name":"nature essence","displayName":"Nature essence","desc":"[nature essence] is used by wizards to collect their beloved [honey] or make harvests more plentiful.","category":"magic","startWith":0,"icon":[1,2,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":101},{"name":"dark essence","displayName":"Dark essence","desc":"[dark essence] may be used to make black holes for graves or for even bigger spells like a mirror world.","category":"magic","startWith":0,"icon":[1,3,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (!G.has('t8')) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n if (G.has('liberating darkness')) {\\n if (me.amount < G.getRes('dark essence limit').amount - 20) {\\n G.gain(me.name, 20, 'The Cemetarium');\\n }\\n }\\n }\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":102},{"name":"lightning essence","displayName":"Lightning essence","desc":"[lightning essence] can make storms safer and provide a little automation.","category":"magic","startWith":0,"icon":[0,3,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":103},{"name":"wind essence","displayName":"Wind essence","desc":"[wind essence] must be used carefully due to a risk of tornado disasters. It may be used to move [boat]s and large objects around!","category":"magic","startWith":0,"icon":[1,1,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":104},{"name":"holy essence","displayName":"Holy essence","desc":"[holy essence] should not be used by the average person due to a risk of mass blindness. Anyway, this one will have its faithful uses.","category":"magic","startWith":0,"icon":[20,6,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":105},{"name":"cobalt ore","displayName":"Cobalt ore","desc":"A unique and rather hard mineral. At least you may be able to smelt some cobalt and turn them into cobalt ingots in the mortal world.","category":"ore","startWith":0,"icon":[8,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":106},{"name":"scobs","displayName":"Scobs","desc":"Scobs are effect of carver working at [wooden statuette] and cutting trees.","category":"misc","startWith":0,"icon":[13,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":107},{"name":"colored clothing","displayName":"Colored clothing","desc":"Sewn together from [leather] or textile fiber and colored with the help of [dyes].//Each [population,Person] wearing clothing is slightly happier and healthier.","category":"gear","startWith":0,"icon":[13,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":108},{"name":"wooden statuette","displayName":"Wooden statuette","desc":"A small carved statue that was rudimentarily carved from [log] or [lumber].//May be used up over time, creating [culture].","category":"misc","startWith":0,"icon":[13,1,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.03;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture'), randomFloor(spent));\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":109},{"name":"dried leather","displayName":"Dried leather","desc":"Hardened version of [leather]. The only way to make it is to put [leather] onto a [drying rack].","category":"build","startWith":0,"icon":[13,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.03;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":110},{"name":"crossbow","displayName":"Crossbow","desc":"A more effective weapon that is easier to use. Your hunter or soldier will now need to just click to release their belt.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[13,6,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":111},{"name":"arrow","displayName":"Arrow","desc":"A piece of ammo for ranged weapons like [bow]s and [crossbow]s. //Required to keep units that use this stuff working properly.","category":"gear","startWith":0,"icon":[13,7,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":112},{"name":"fishing net","displayName":"Fishing net","desc":"Another alternative way to obtain [seafood]. Fishing nets can be used to catch more fish. They can gather a little more fish than using line fishing.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[13,8,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":113},{"name":"thread","displayName":"Thread","desc":"You'll need this item to get your people better at sewing.","category":"misc","startWith":0,"icon":[13,9,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":114},{"name":"cobalt ingot","displayName":"Cobalt ingot","desc":"An ingot made out of [cobalt ore]. Does not have much of a use, except maybe as a potential building material.","category":"build","startWith":0,"icon":[14,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":115},{"name":"juices","displayName":"Juices","desc":"[juices] will provide more [happiness] and [health] than [water] and will also take longer to spoil.","startWith":0,"icon":[14,3,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'drinking juices');\\n G.gain('health', spent * 0.2, 'drinking juices');\\n changeHappiness(spent * 0.3, 'drinking juices');\\n G.gain('spoiled juices', randomFloor(spent * 0.4), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":116},{"name":"spoiled juices","displayName":"Spoiled juices","desc":"This stat shows you how many of all [juices] have spoiled. These nasty little drinks decrease [happiness] and [health] even faster than plain old [muddy water]!","startWith":0,"icon":[14,5,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose('spoiled juices', randomFloor(toSpoil), 'decay');\\n if (G.checkPolicy('drink spoiled juice') == 'on') {\\n changeHappiness(randomFloor(spent * -1.17), 'drinking spoiled juice');\\n G.gain('health', randomFloor(spent * -1.35), 'drinking spoiled juice');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":117},{"name":"bamboo","displayName":"Bamboo","desc":"This tropical material can be used for archaic constructions, but decays somewhat quickly.","category":"build","startWith":0,"icon":[14,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.08;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":118},{"name":"sugar cane","displayName":"Sugar cane","desc":"These canes contain valuable [sugar] within, which you can obtain by giving this task to an [artisan of juice] later on.","category":"misc","startWith":0,"icon":[15,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toLose = me.amount * 0.03;\\n var spent = G.lose(me.name, randomFloor(toLose), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":119},{"name":"sugar","displayName":"Sugar","desc":"If you want to start crafting tasty [juices], [sugar] is a must.","category":"misc","startWith":0,"icon":[15,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":120},{"name":"chranospts","displayName":"Chranospts","startWith":1,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":121},{"name":"chranosweak","displayName":"Chranosweak","startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":122},{"name":"plain island tablet","displayName":"Plain Island tablet","desc":"A heavy tablet that you will get after activating a Plain Island portal. It is needed to unlock further researching as a pass for further things. You can obtain only one Tablet of this type. @Your adventure may be finished for now...but this portal hides a secret. And that means...your adventure has not ended yet.","category":"main","startWith":0,"icon":[14,9,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !madeUnlockMessage) {\\n G.Message({ type: 'tabletobtain', text: 'You and your people activated the passage to the Plain Island. Out of the portal a Tablet falls and hits a rock next to you. Within the square portal, you can finally see what is beyond it! It appears to be a bunch of flat plains, but you are sure there are a variety of new discoveries that you can find. (You can also rename this island in the Traits tab.)', icon: [8, 3, 'magixmod'] });\\n madeUnlockMessage = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('plain island building')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":123},{"name":"precious pot","displayName":"Precious pot","desc":"A harder and more beautiful version of a [pot]. Each one stores 30 [food]. It decays quite slowly and grants a little [culture] on decay.","category":"misc","startWith":0,"icon":[15,8,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture'), randomFloor(spent * 0.8));\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":124},{"name":"potion pot","displayName":"Potion pot","desc":"Pot made specifically for [alchemist]s. Hard and a little bit heavy, but pretty safe.","category":"misc","startWith":0,"icon":[14,8,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":125},{"name":"ink","displayName":"Ink","desc":"Can be used in writing. Not drinkable, not tasty.","category":"misc","startWith":0,"icon":[18,6,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":126},{"name":"wheat","displayName":"Wheat","desc":"Not edible, but useful in the crafting of [bread].","category":"misc","startWith":0,"icon":[23,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":127},{"name":"flour","displayName":"Flour","desc":"Made out of [wheat]. Now that you have [flour], you can make hearty [bread].","category":"misc","startWith":0,"icon":[23,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":128},{"name":"alchemy zone","displayName":"Alchemy zone","desc":"This part of the land will be occupied by [alchemist]s (and their seats). Here they brew potions and craft many other drinks!","category":"main","startWith":0,"icon":[17,7,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":129},{"name":"first aid things","displayName":"First aid things","desc":"More advanced tools to help the [wounded] that are used by [healer]s.","category":"misc","startWith":0,"icon":[8,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":130},{"name":"cloudy water","displayName":"Cloudy water","desc":"Water which cannot spoil in any way (however, it can still slowly decay). It is gathered from Paradise's lakes, ponds, rivers and tastes the same as water.","category":"food","startWith":0,"icon":[11,14,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.004 * (G.has('drought') ? Math.pow(((G.year - getObj('drought')) * 3 + G.day * 0.01) * (G.has('careful water storage') ? 0.85 : 1) + 1.2, 0.6) : 1);\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":131},{"name":"basic brews","displayName":"Basic brews","desc":"[basic brews] may be used to craft more advanced potions.","startWith":0,"icon":[6,10,"magixmod"],"meta":true,"partOf":"false","subRes":["sweet water pot","mundane water pot","salted water pot","bubbling water pot"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":132},{"name":"sweet water pot","displayName":"Sweet water pot","desc":"Sweet brew. Can be used to craft more advanced brews/potions.","category":"alchemypotions","startWith":0,"icon":[0,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"basic brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":133},{"name":"mundane water pot","displayName":"Mundane water pot","desc":"Mundane water. Can be used to craft more advanced brews/potions. Tastes a little bit like [muddy water] but it is not poisonous.","category":"alchemypotions","startWith":0,"icon":[1,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"basic brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":134},{"name":"salted water pot","displayName":"Salted water pot","desc":"Salted water. Can be used to craft more advanced brews/potions.//It is not tasty water, all right? It's like the ocean, but worse.","category":"alchemypotions","startWith":0,"icon":[2,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"basic brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":135},{"name":"bubbling water pot","displayName":"Bubbling water pot","desc":"Bubbling water. Can be used to craft more advanced brews/potions. So hot, so do not drink. At least it releases bubbles.","category":"alchemypotions","startWith":0,"icon":[3,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"basic brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":136},{"name":"alcohol brews","displayName":"Alcohol brews","desc":"The main reason of alcoholism. But some of the alcohol brews will have its use to make other potions.","startWith":0,"icon":[11,10,"magixmod"],"meta":true,"partOf":"false","subRes":["alcohol pot","wine","pot of vodka"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":137},{"name":"alcohol pot","displayName":"Alcohol pot","desc":"Can be used to craft [wine] or [pot of vodka,Pots of vodka]. Let's not forget about its uses to other potions.","category":"alchemypotions","startWith":0,"icon":[7,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"alcohol brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":138},{"name":"wine","displayName":"Wine","desc":"Tasty alcohol. Drinking it will increase [happiness] slightly, but harm [health].","category":"alchemypotions","startWith":0,"icon":[8,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"alcohol brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":139},{"name":"pot of vodka","displayName":"Pot of vodka","desc":"Dangerous for [health]: a bad alcohol drink.","category":"alchemypotions","startWith":0,"icon":[10,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"alcohol brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":140},{"name":"herb syrup","displayName":"Herb syrup","desc":"Pretty bad to taste. Made out of healthy [herb]s and [flowers,Various flowers]. Can be used to cure diseases.","category":"alchemypotions","startWith":0,"icon":[5,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"medicament brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":141},{"name":"essenced herb syrup","displayName":"Essenced herb syrup","desc":"A little bit tastier than [herb syrup]. Made out of healthy [herb,Herbs], [flowers,Various flowers] with a little [water essence] and [nature essence] added. Can be used to cure diseases.","category":"alchemypotions","startWith":0,"icon":[9,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"medicament brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":142},{"name":"antidotum","displayName":"Antidotum","desc":"Made using a [mundane water pot], a small amount of [alcohol pot,Alcohol], a little bit of [herb]s and a little [salt].","category":"alchemypotions","startWith":0,"icon":[4,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"medicament brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":143},{"name":"metal weapons","displayName":"Metal weapons","desc":"Solid, durable weapons made of metal and wood. One of the many parts of a soldier's equipment.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[15,11,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":144},{"name":"armor set","displayName":"Armor set","desc":"A solid, durable [armor set] made for soldiers can protect against common threats like ambushes.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[16,11,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":145},{"name":"urn","displayName":"Urn","desc":"These can be used to store cremated [corpse] remains. People can store 4 [urn]s for every [burial spot]. [urn]s will also decay, requiring a new one to store the [corpse] remains again.","category":"misc","startWith":0,"icon":[31,6,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var graves = G.getRes('burial spot');\\n if (me.amount > 0) {\\n //bury slowly\\n if (graves.amount > graves.used) {\\n if (G.checkPolicy('se08') == 'off') {\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('urn', amount * 4, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n } else {\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('urn', amount * 5, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n };\\n }\\n }\\n if (G.has('dark urn decay')) {\\n var toSpoil = me.amount * 0.002 * (G.getRes('corpsedecaypoint').amount);\\n var spent = G.lose('corpse', randomFloor(toSpoil), 'dark urn decay');\\n }\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose('urn', randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":146},{"name":"seeds","displayName":"Seeds","desc":"Some mixed seeds that may allow you to set up farms of [vegetable,Lettuce] or [sugar cane].","category":"misc","startWith":0,"icon":[50,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":147},{"name":"medicament brews","displayName":"Medicament brews","desc":"A brew used to heal people from sickness.","startWith":0,"icon":[12,10,"magixmod"],"meta":true,"partOf":"false","subRes":["herb syrup","essenced herb syrup","antidotum"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":148},{"name":"various stones","displayName":"Various stones","desc":"Different types of stones that can be used like a plain [stone].","category":"build","startWith":0,"icon":[3,12,"magixmod"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":149},{"name":"various cut stones","displayName":"Various cut stones","desc":"Different types of cut stones that can be used like regular [cut stone].","category":"build","startWith":0,"icon":[2,12,"magixmod"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":150},{"name":"nickel ore","displayName":"Nickel ore","desc":"[nickel ore,Nickel] can be found with better prospecting. They may be processed into [hard metal ingot]s.","category":"ore","startWith":0,"icon":[9,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":151},{"name":"platinum ore","displayName":"Platinum ore","desc":"[platinum ore,Platinum] can be found with better prospecting and with some luck, but only by a [quarry]. May be processed into [precious metal ingot]s.","category":"ore","startWith":0,"icon":[8,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":152},{"name":"platinum ingot","displayName":"Platinum ingot","desc":"[platinum ingot]s are used to craft precious items, building materials, and more.","category":"build","startWith":0,"icon":[3,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":153},{"name":"platinum block","displayName":"Platinum block","desc":"A valuable, if unreliable construction material. Made from [platinum ingot]. Similar to [gold block]s and [gem block]s, albeit more expensive.","category":"build","startWith":0,"icon":[4,11,"magixmod"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":154},{"name":"paper","displayName":"Paper","desc":"The amount of all paper types you currently have.","category":"misc","startWith":0,"icon":[14,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":155},{"name":"bone dust","displayName":"Bone dust","desc":"Made with knapping in bone. It is an ingredient used to make strenghtening brews or brews of revenant.","category":"alchemyingredients","startWith":0,"icon":[18,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":156},{"name":"enchanted ice","displayName":"Enchanted ice","desc":"Made from [mana], [ice], and [wind essence].","category":"alchemyingredients","startWith":0,"icon":[17,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":157},{"name":"flowered sugar","displayName":"Flowered sugar","desc":"Made using some [sugar] and [flowers]. Not safe to eat!","category":"alchemyingredients","startWith":0,"icon":[18,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":158},{"name":"dark fire pit","displayName":"Dark fire pit","desc":"Crafted from [fire pit]s and [dark essence]. This type of fire does not provide light or much warmth, but that may be for the better...","category":"alchemyingredients","startWith":0,"icon":[20,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":159},{"name":"withering salt","displayName":"Withering salt","desc":"A result of combining [salt] and [dark essence]. Do not use it for any food, as it is very deadly to the body!","category":"alchemyingredients","startWith":0,"icon":[20,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":160},{"name":"herb of the undead","displayName":"Herb of the undead","desc":"Crafted using a mysterious recipe that merges [herb]s, [fruit], and [dark essence] into something new. Quite poisonous.","category":"alchemyingredients","startWith":0,"icon":[20,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":161},{"name":"scobs of life","displayName":"Scobs of life","desc":"Created using [scobs], [nature essence], [mana], and a little [water]. These are used in potions involving nature. Most people, however, seem to be allergic to it!","category":"alchemyingredients","startWith":0,"icon":[17,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":162},{"name":"grass of growing","displayName":"Grass of growing","desc":"Made by combining [herb]s, [mana], and [nature essence]. Used in various nature-based potions. This grass can be the friend of soldiers and people who are trying to hide!","category":"alchemyingredients","startWith":0,"icon":[16,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":163},{"name":"windy sugar","displayName":"Windy sugar","desc":"A strange and hard-to-store material created by using [sugar], [mana], and [wind essence] and can sometimes be used to fend off annoying creatures. Sweet and tasty but pretty unstable (because it moves, swirls, and levitates all over the place).","category":"alchemyingredients","startWith":0,"icon":[14,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":164},{"name":"paradise tablet","displayName":"Paradise tablet","desc":"A heavy tablet that you will get after activating a Paradise portal. Needed to unlock further researching. It is a pass for further adventures and discoveries. You can obtain only one Tablet of this type. @God called you to his world...","category":"main","startWith":0,"icon":[20,9,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !madeUnlockMessageP) {\\n G.Message({ type: 'tabletobtain', text: 'You and your people activated the passage to Paradise. Out of the portal a Tablet falls and falls next to your feet. A large golden portal shines and you can see what is beyond it. You come through and notice it is perfect to live. Now it is time for more discoveries.', icon: [8, 4, 'magixmod'] });\\n madeUnlockMessageP = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('paradise building')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":165},{"name":"combat potion pot","displayName":"Pot of darkness","desc":"A harmful type of liquid that is best to stay away from normally, but used as un upkeep for some large structures.","category":"misc","startWith":0,"icon":[17,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":166},{"name":"jar for concoctions","displayName":"Jar for concoctions","desc":"Concoctions are used as an ingredient for stronger potions or to store potions that cannot be stored in a normal [potion pot].","category":"misc","startWith":0,"icon":[18,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":167},{"name":"black fog","displayName":"Black fog","desc":"This potion makes fog around a victim after the pot is opened. It is particularly dangerous when released near the eyes.","category":"alchemypotions","startWith":0,"icon":[11,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"combat potions","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":168},{"name":"point of venom","displayName":"Point of venom","desc":"This item is carefully crafed from some [magic essences,Essences] and acts as a pretty strong poison.","category":"alchemypotions","startWith":0,"icon":[10,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"combat potions","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":169},{"name":"windy spikes","displayName":"Windy spikes","desc":"Releases spikes made out of [wind essence] around and shatters in many directions, causing a risk of injury to those too close.","category":"alchemypotions","startWith":0,"icon":[9,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"combat potions","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":170},{"name":"back to grave","displayName":"Back to grave","desc":"Send a [wild corpse] to its permanent death. This item can be used to counter them later on...","category":"alchemypotions","startWith":0,"icon":[8,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"combat potions","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":171},{"name":"dark concoction","displayName":"Dark concoction","desc":"Releases darkness from itself. If wrongly crafted, it may explode.","category":"alchemypotions","startWith":0,"icon":[12,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n //Platinum and nickel patch\\n if (G.has('prospecting II')) {\\n G.getDict('rocky substrate').res['mine']['nickel ore'] = 0.03;\\n G.getDict('lush rocky substrate').res['mine']['nickel ore'] = 0.025;\\n G.getDict('tundra rocky substrate').res['mine']['nickel ore'] = 0.032;\\n G.getDict('warm rocky substrate').res['mine']['nickel ore'] = 0.029;\\n G.getDict('ice desert rocky substrate').res['mine']['nickel ore'] = 0.035;\\n G.getDict('jungle rocky substrate').res['mine']['nickel ore'] = 0.01;\\n G.getDict('badlands substrate').res['mine']['nickel ore'] = 0.011;\\n }\\n if (G.has('quarrying II')) {\\n G.getDict('rocky substrate').res['quarry']['platinum ore'] = 0.00001;\\n G.getDict('ice desert rocky substrate').res['quarry']['platinum ore'] = 0.00001;\\n G.getDict('warm rocky substrate').res['quarry']['platinum ore'] = 0.00001;\\n G.getDict('lush rocky substrate').res['quarry']['platinum ore'] = 0.000012;\\n G.getDict('tundra rocky substrate').res['quarry']['platinum ore'] = 0.0000125;\\n G.getDict('jungle rocky substrate').res['quarry']['platinum ore'] = 0.000007;\\n G.getDict('dead rocky substrate').res['quarry']['platinum ore'] = 0.00002;\\n G.getDict('badlands substrate').res['quarry']['platinum ore'] = 0.000013;\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":172},{"name":"nature concoction","displayName":"Nature concoction","desc":"Can be used to grow flowers. But don't hold it in your hands for too long or it may start growing vines on you!","category":"alchemypotions","startWith":0,"icon":[13,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":173},{"name":"combat potions","displayName":"Combat potions","desc":"This is how many combat potions you have in total currently.","startWith":0,"icon":[16,16,"magixmod"],"meta":true,"partOf":"false","subRes":["black fog","point of venom","windy spikes","back to grave"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":174},{"name":"magic essences","displayName":"Magic essences","desc":"This is how many Essences you have in total currently. [magic essences] are important for [wizard]s and are greatly respected among them.","startWith":0,"icon":[20,13,"magixmod"],"meta":true,"partOf":"false","subRes":["fire essence","water essence","nature essence","dark essence","lightning essence","wind essence","holy essence","halloween essence","herb essence"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":175},{"name":"industry point","displayName":"Industry point","hidden":true,"desc":"You can use these points to set up some industries in the Paradise. Depending on the path that your civilization took, you will have either 800 or 1000 of these points!","category":"main","startWith":0,"icon":[0,14,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":176},{"name":"worship point","displayName":"Worship point","desc":"You can use these points to decide which Seraphins will be trusted by your people.","category":"main","startWith":0,"icon":[1,14,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":177},{"name":"fire essence limit","displayName":"Fire essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[0,2,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":178},{"name":"water essence limit","displayName":"Water essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[0,1,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":179},{"name":"lightning essence limit","displayName":"Lightning essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[0,3,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":180},{"name":"wind essence limit","displayName":"Wind essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[1,1,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":181},{"name":"nature essence limit","displayName":"Nature essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[1,2,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":182},{"name":"dark essence limit","displayName":"Dark essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[1,3,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":183},{"name":"mana capacity","displayName":"Mana capacity","hidden":true,"desc":"The higher the limit, the more mana can be stored.","startWith":0,"icon":[2,3,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":184},{"name":"holy essence limit","displayName":"Holy essence limit","hidden":true,"desc":"The higher the limit, the more essence can be stored.","startWith":0,"icon":[20,6,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":185},{"name":"cemetarium construction point","displayName":"Cemetarium points","hidden":true,"startWith":0,"icon":[25,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":186},{"name":"pagoda construction point","displayName":"Pagoda points","hidden":true,"startWith":0,"icon":[26,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":187},{"name":"fortress construction point","displayName":"Fortress Points","hidden":true,"startWith":0,"icon":[27,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":188},{"name":"complex construction point","displayName":"Complex points (from building the Complex of Dreamers)","hidden":true,"startWith":0,"icon":[1,17,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":189},{"name":"florist's notes","displayName":"Florist's notes","hidden":true,"category":"misc","startWith":0,"icon":[36,6,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":190},{"name":"heating capability","displayName":"Heating capability","hidden":true,"desc":"Each unit of [heating capability] allows you to keep moderate temperature for one [population,Person].//The number on the left is how much heating capability is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[22,2,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('fire pit').amount * 5;\\n me.amount = amount;\\n if (me.amount > 0) me.hidden = false;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":191},{"name":"poet's notes","displayName":"Poet's notes","hidden":true,"category":"misc","startWith":0,"icon":[36,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":192},{"name":"lawyer's notes","displayName":"Lawyer's notes","hidden":true,"category":"misc","startWith":0,"icon":[36,5,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":193},{"name":"empty book","displayName":"Empty book","desc":"A book which can be filled with knowledge, instructions, and much much more.","category":"misc","startWith":0,"icon":[13,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"books","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":194},{"name":"nature book","displayName":"Nature book","desc":"A book written by writers with the help of [florist]'s notes.","category":"misc","startWith":0,"icon":[2,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":195},{"name":"spellbook","displayName":"Spellbook","desc":"A book written by writers with the help of [wizard]'s notes.","category":"misc","startWith":0,"icon":[3,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"books","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":196},{"name":"novel","displayName":"Novel","desc":"A book written by writers with the help of [poet]'s beautiful notes.","category":"misc","startWith":0,"icon":[1,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"books","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":197},{"name":"book of law","displayName":"Book of law","desc":"The book written with the help of a [lawyer]'s thoughts.","category":"misc","startWith":0,"icon":[0,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"books","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":198},{"name":"ambrosium leaf","displayName":"Ambrosium leaf","hidden":true,"desc":"These leaves may be used to gather [ambrosium shard]s with the help of some other magical materials.","category":"misc","startWith":0,"icon":[12,14,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":199},{"name":"ambrosium shard","displayName":"Ambrosium shard","desc":"It is a merged and hardened form of [ambrosium leaf,Ambrosium leaves], it seems. These shiny objects will have their own use!","category":"misc","startWith":0,"icon":[14,14,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":200},{"name":"sulfur","displayName":"Sulfur","desc":"Something used to craft pyromaniac-related toys. They make quite a nice show.","category":"misc","startWith":0,"icon":[17,15,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0075;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":201},{"name":"light explosives","displayName":"Light explosives","desc":"These are dangerous and with a purpose, but decay over time. May be used to break a wall or used in mining. These little things have a small blast radius but are still dangerous for humans. It's best for the average person to leave them untouched.","category":"misc","startWith":0,"icon":[19,15,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":202},{"name":"meals","displayName":"Meals","desc":"[meals] are tastier than most types of [food]. All [meals] will make people happy and provide some bonus [health] benefits.","category":"food","startWith":0,"icon":[9,0,"magix2"],"turnToByContext":{"eating":{"health":0.03,"happiness":0.05,"bone":0.1},"decay":{"meals":0.2,"spoiled food":0.8}},"meta":false,"tick":"function (me, tick) {\\n if (G.has('art of cooking II')) G.getDict('meals').turnToByContext['decay'] = { 'meals': 0.3, 'spoiled food': 0.7 }\\n if (G.has('art of cooking III')) {\\n // People cooking meals\\n var recipes1 = ['cooked meat', 'cooked meat', 'cooked meat', 'cooked seafood', 'cooked seafood', 'cooked seafood']\\n var recipes2 = ['herb', 'fruit', 'vegetable', 'herb', 'fruit', 'vegetable']\\n var cookingAmount = Math.ceil(G.getRes('population').amount / 750)\\n var index = Math.floor(0.1 * (G.day % 60))\\n var spent1 = G.lose(recipes1[index], cookingAmount, 'people cooking')\\n var spent2 = G.lose(recipes2[index], cookingAmount * 0.5, 'people cooking')\\n G.gain('meals', Math.min(spent1, spent2), 'people cooking')\\n }\\n }","partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":203},{"name":"cloud","displayName":"Cloud","desc":"Useful with big bunches of it, and can be obtained when filtering [cloudy water].","category":"misc","startWith":0,"icon":[25,9,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":204},{"name":"basic factory equipment","displayName":"Basic factory equipment","desc":"Mostly useful while in [moderation] path. Without it some automation would be impossible. It involves metal hooks or weights or elements of a conveyor.","category":"gear","startWith":0,"icon":[9,18,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":205},{"name":"book storage","displayName":"Book storage","desc":"Each unit of [book storage] will slow down decay for one [books,Book].","startWith":0,"icon":[21,4,"magixmod"],"meta":true,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":206},{"name":"books","displayName":"Books","hidden":true,"desc":"All the books that you own.","category":"misc","startWith":0,"icon":[13,12,"magixmod"],"meta":true,"partOf":"false","subRes":["empty book","spellbook","novel","book of law"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":207},{"name":"wizard","displayName":"Wizard","desc":"Your [elder]s can become [wizard]s, who are essential to upkeep [fire wizard tower,Wizard towers], [Wizard Complex,Wizard Complexes] and other related to magic constructions. //Some constructions will need many, many [wizard]s to upkeep it.","category":"demog","startWith":0,"icon":[2,7,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":208},{"name":"alchemist","displayName":"Alchemist","desc":"Adult alchemists can be hired to a special category of jobs that are similar to their younger visages. After they become an [elder], they will retire.//The number on the left is how many are currently being employed, while the number on the right is your total amount of adult alchemists.","category":"demog","startWith":0,"icon":[12,5,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var n = randomFloor(G.getRes('alchemist').amount * 0.0002); G.gain('elder', n, 'aging up'); G.lose('alchemist', n, 'aging up');\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":209},{"name":"prisoner","displayName":"Prisoner","desc":"Some [adult]s will commit various crimes and get arrested because of them. To prevent [prisoner]s from escaping, causing more damage to your civilization, you need to set up some [prison]s. //Prisoners are usually [thief,Thieves] sentenced for their crimes. The amount of [prisoner]s that escape, get freed, and get a death sentence will vary based on the crime and punishment level you choose.","category":"demog","startWith":0,"icon":[17,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n // Various things about prisoners added properly by @1_e0 (pretty complex, right?)\\n var punishmentLevel = G.has('CaP(light)') ? 0.7 : (G.has('CaP(cruel)') ? 1.4 : 1)\\n var fleeMult = (G.has('sharp edges') ? 0.0075 : (G.has('fragile bars') ? 0.0125 : 0.01)) * (G.has('longer prison sentences') ? 1.2 : (G.has('shorter prison sentences') ? 0.6 : 1))\\n var freedAmount = randomFloor(G.getRes('prisoner').amount * 0.012 / punishmentLevel) * (G.has('longer prison sentences') ? 0.6 : (G.has('shorter prison sentences') ? 1.2 : 1))\\n G.lose('prisoner', freedAmount, 'serving their sentence');\\n G.gain('adult', freedAmount, 'serving their sentence');\\n var freedAmount = randomFloor(G.getRes('prisoner').amount * fleeMult * punishmentLevel / (G.has('imprisonment III') ? 3 : 1))\\n G.lose('prisoner', freedAmount, 'criminals escaping');\\n G.gain('thief', freedAmount, 'criminals escaping');\\n if (!G.has('CaP(light)') && Math.random() < (G.has('CaP(cruel)') ? 0.16 : 0.1)) G.lose('prisoner', G.getRes('prisoner').amount * 0.4 * fleeMult, 'death sentence');\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":210},{"name":"wild corpse","displayName":"Wild corpse","desc":"Effect of the [revenants] trait. They will kill your normal population, so think about hiring soldiers!","category":"demog","startWith":0,"icon":[19,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 300 && !madeWarnCorpseMesg) {\\n G.Message({ type: 'bad', text: 'Beware of Wild corpses! Ever since you obtained Revenants, you noticed some insane corpses began to appear. They cause your dark essence to leak and, even worse, they will kill your people! Slay them at any way that you can. Note that you\\\\'ll be able to use Back to grave items from combat potion brewing to defend against them...', icon: [24, 0, 'magixmod'] });\\n madeWarnCorpseMesg = true\\n }\\n\\n // More content for wild corpses by @1_e0 because it's a shame all this code only had 2 chance types\\n const corpses = G.getDict('wild corpse').amount\\n const chances = [\\n {\\n type: \\"hurt\\",\\n below: 0.91\\n },\\n {\\n type: \\"hurt2\\",\\n below: 0.9105\\n },\\n {\\n type: \\"died\\",\\n below: 0.992\\n },\\n {\\n type: \\"nothing\\",\\n below: 1000\\n }\\n ]\\n const chance = Math.random()\\n let action\\n //Find what to do\\n for (let i = 0; !action; i++) {\\n if (chance < chances[i].below * (G.has('liberating darkness') ? 0.97 : 1))\\n action = chances[i].type\\n }\\n //Execute\\n if (day + leap <= 40 && day + leap >= 46 && !G.has('peace')) {\\n if (action === \\"nothing\\") {\\n G.lose(\\"dark essence\\", randomFloor(G.getRes('dark essence') * 0.0002), \\"wild corpse essence sapping\\")\\n }\\n switch (action) {\\n case \\"hurt\\":\\n var cAmount = corpses * 0.004\\n if (G.getRes('back to grave').amount >= cAmount * 0.16) {\\n G.lose('back to grave', cAmount * 0.16, 'back to grave items')\\n G.lose(\\"adult\\", randomFloor(cAmount * 0.2 * Math.random()), \\"wild corpse encounter\\")\\n G.gain(\\"wounded\\", randomFloor(cAmount * 0.2 * Math.random()), \\"wild corpse encounter\\")\\n } else {\\n G.lose(\\"adult\\", cAmount, \\"wild corpse encounter\\")\\n G.gain(\\"wounded\\", cAmount, \\"wild corpse encounter\\")\\n }\\n break\\n case \\"hurt2\\":\\n var cAmount = corpses * 0.0125\\n if (G.getRes('back to grave').amount >= cAmount * 0.4) {\\n G.lose('back to grave', cAmount * 0.4, 'back to grave items')\\n G.lose(\\"adult\\", randomFloor(cAmount * 0.18 * Math.random()), \\"wild corpse battle\\")\\n G.gain(\\"wounded\\", randomFloor(cAmount * 0.18 * Math.random()), \\"wild corpse battle\\")\\n } else {\\n G.lose(\\"adult\\", cAmount, \\"wild corpse battle\\")\\n G.gain(\\"wounded\\", cAmount, \\"wild corpse battle\\")\\n }\\n break\\n case \\"died\\":\\n G.lose(\\"adult\\", corpses * 0.0004, \\"wild corpse attack\\")\\n G.lose(\\"elder\\", corpses * 0.001, \\"wild corpse attack\\")\\n break\\n }\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":211},{"name":"wounded alchemist","displayName":"Wounded alchemist","hidden":true,"desc":"[alchemist]s may get [wounded,wounded] due to work injuries. They do not [worker,work] but may slowly get better over time.","startWith":0,"icon":[21,2,"magixmod"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":212},{"name":"thief","displayName":"Thief","desc":"[thief,Thieves] are unhappy adults who commit crimes to show their anger. Even 200% [happiness] won't decrease their spawn rate to zero! They can steal resources and may wound or even kill your [population,people].","category":"demog","startWith":0,"icon":[23,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (!(day + leap >= 40 && day + leap <= 46 && G.has('peace'))) {\\n if (G.year > 109 && !G.has('t1') && !G.has('t2') && G.resets > 0) { // The spawning rate is increased or decreased by various factors\\n var n = G.getRes('adult').amount * 0.000000125 * Math.min(300 - Math.min(G.getRes('happiness').amount / G.getRes('population').amount, 200), 160) * (G.has('at5') ? 0.75 : 1) * Math.pow(Math.min(Math.max(0.01 * G.year - 0.2, 0.9), 1.15), 3.5);\\n if (G.checkPolicy('se02') == 'on') {\\n G.gain('thief', n * 1.02, 'unhappiness');\\n } else {\\n G.gain('thief', n, 'unhappiness');\\n }\\n }\\n }\\n var toCalm = me.amount * 0.007;\\n var spent = G.lose(me.name, randomFloor(toCalm), 'thief calmdown'); G.gain('adult', (toCalm), 'thief calmdown');\\n var toNeut = Math.random() < 0.2 ? randomFloor(me.amount * 0.001) : 0;\\n if (G.has('CaP(cruel)')) {\\n var spent = G.lose(me.name, toNeut, 'exiled by a civilian');\\n } else {\\n var spent = G.lose(me.name, toNeut, 'thief calmed down by a civilian');\\n G.gain('adult', spent, 'thief calmed down by a civilian')\\n }\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":213},{"name":"flowers","displayName":"Flowers","desc":"Flowers gathered by a [florist] can be used in healing, and can also be used to make various [dyes].","category":"misc","startWith":0,"icon":[11,8,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.02;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":214},{"name":"dyes","displayName":"Dyes","desc":"Can be used for various things. Mostly used by painters or to add up some colour to something.","category":"misc","startWith":0,"icon":[11,7,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":215},{"name":"underworld tablet","displayName":"Underworld tablet","desc":"A heavy tablet that you will get after entering the Underworld. Needed to unlock further researches. (You can obtain only one Tablet of this type.) @You brought plagues in exchange for discoveries. I hope you won't regret this choice later!","category":"main","startWith":0,"icon":[13,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !UnderworldMESG) {\\n G.Message({ type: 'tabletobtain', text: 'You and your people activated a way to the Underworld. Out of nowhere, a Tablet appears behind you. It is hot to the touch and its red glowing will only attract curses.
    Prepare to tame 6 Devil\\\\'s traits in order to continue your adventure! Without this tablet, the Underworld won\\\\'t allow you discover its secrets...', icon: [12, 19, 'magixmod'] });\\n UnderworldMESG = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('underworld building 2/2')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":216},{"name":"new world point","displayName":"New world point","hidden":true,"startWith":0,"icon":[9,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount == 150 && !G.has('a feeling from the Underworld') && !u1popup) {\\n G.Message({ type: 'underworldig', text: 'As your people keep digging down, they start to feel rising temperatures, but not too hot yet. It feels like a fire is burning nearby! It feels like some soul from an earlier world really wants to say something...', icon: [0, 19, 'magixmod'] });\\n u1popup = true\\n }\\n if (me.amount == 350 && !G.has('a feeling from the Underworld') && !u2popup) {\\n G.Message({ type: 'underworldig', text: 'People continue digging down and more souls want to tell you things that you don\\\\'t understand. A green soul that seems like a creation Nature essence also bit you (and then ran away)! People complain about the incessant heat.
    The world you want to meet
    will not give all it has right before your feet

    Danger for people abounds
    and the forbidden will become crowds!
    ', icon: [1, 19, 'magixmod'] });\\n u2popup = true\\n }\\n if (me.amount == 600 && !G.has('a feeling from the Underworld') && !u3popup) {\\n G.Message({ type: 'underworldig', text: 'You see wizards using magic to cool down the world so people can continue digging down. Dark voices yell and make many people nearby scared. This doesn\\\\'t seem good at all!
    You want to see fear...but it keeps happening. Strange yells echo, clearly trying to cause fear in the minds of your people...', icon: [2, 19, 'magixmod'] });\\n u3popup = true\\n }\\n if (me.amount == 750 && !G.has('a feeling from the Underworld') && !u4popup) {\\n G.Message({ type: 'underworldig', text: 'Out of nowhere, people yell and run away in panic except small group of brave people who still dig down. Souls start to behave weird...or you just don\\\\'t understand them yet.
    Don\\\\'t let the Gods
    Send there his crowds
    Danger for people abounds
    and there are forbidden crowds
    ', icon: [3, 19, 'magixmod'] });\\n u4popup = true\\n }\\n if (me.amount == 950 && !G.has('a feeling from the Underworld') && !u5popup) {\\n G.Message({ type: 'underworldig', text: 'A huge cavern starts to show while braves continued digging down. They run away to you...empowered weirdly by these souls. Another lightning essence creature paralyses you and water essence creatures have started behaving insane. Is this a greeting from a new world?
    Alright ' + G.getName('ruler') + '...
    Call your soul and make it go...
    Right to the world
    The Under...world
    ', icon: [4, 19, 'magixmod'] });\\n u5popup = true\\n }\\n if (me.amount == 1500 && !G.has('a feeling from the Underworld') && !finalupopup) {\\n G.middleText('Now ascend through the Underworld to continue unlocking the new world!', 'slow')\\n finalupopup = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":217},{"name":"land of the Underworld","displayName":"Land of the Underworld","desc":"The land you got from activating a portal to the Underworld, which is a place with new buildings. You may get more after unlocking new researches...","category":"terr","startWith":0,"icon":[10,19,"magixmod"],"meta":false,"partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":218},{"name":"insight II","displayName":"Insight II","desc":"[insight II] represents your people's ideas and random sparks of intuition.//It is limited by your [wisdom II]; the closer to the limit, the slower it is to produce more.//A variety of technologies require this higher tier of essential to be researched. <>Every 500 [insight] can be converted into 1 [insight II] point.","category":"main","startWith":0,"icon":[18,19,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":219},{"name":"wisdom II","displayName":"Wisdom II","hidden":true,"category":"main","startWith":0,"icon":[23,19,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":220},{"name":"culture II","displayName":"Culture II","desc":"[culture II] is produced when your people create beautiful and thought-provoking things.//It is limited by your [inspiration II]; the closer to the limit, the slower it is to produce more.//Culture is used to develop cultural traits. This is a higher tier essential. <>Every 500 [culture] can be converted into 1 [culture II] point.","category":"main","startWith":0,"icon":[19,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt15')) {\\n var toSpoil = me.amount * 0.0002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'culture sapping');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":221},{"name":"inspiration II","displayName":"Inspiration II","hidden":true,"category":"main","startWith":0,"icon":[10,5],"meta":false,"tick":"function (me, tick) {\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":222},{"name":"faith II","displayName":"Faith II","desc":"[faith II] derives from all things divine, from meditation to sacrifices.//It is limited by your [spirituality II]; the closer to the limit, the slower it is to produce more.//Some cultural traits and technologies depend on faith. This is a higher tier essential. <>Every 500 [faith] can be converted into 1 [faith II] point.","category":"main","startWith":0,"icon":[17,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt13')) {\\n var toSpoil = me.amount * 0.0002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'faith sapping');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":223},{"name":"spirituality II","displayName":"Spirituality II","hidden":true,"category":"main","startWith":0,"icon":[22,19,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":224},{"name":"influence II","displayName":"Influence II","desc":"[influence II] is generated by power structures.//It is limited by your [authority II]; the closer to the limit, the slower it is to produce more.//Influence is required to enact most policies or remove traits. This is a higher tier essential. <>Every 500 [influence] can be converted into 1 [influence II] point.","category":"main","startWith":0,"icon":[20,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt14')) {\\n var toSpoil = me.amount * 0.0002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'influence sapping');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":225},{"name":"authority II","displayName":"Authority II","hidden":true,"category":"main","startWith":0,"icon":[24,19,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":226},{"name":"hardened clothes","displayName":"Hardened clothes","desc":"Sewn together from [dried leather] and embroidered with [thread]s, allowing it to decay much, much slower.//[population,People] that wear [hardened clothes,Hardened clothing] become more happy and healthy, and also feel quite safe. Having [hardened clothes,Hardened clothing] will change the icon of your [gatherer]s every so often.//Your people automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[27,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('magical presence') && !G.has('t7')) {\\n var toSpoil = me.amount * 0.00008\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay')\\n var iconTick = +getObj('iconTick')\\n var chosenIcon = getObj('gatherIcon')\\n if (G.getDict('gatherer').icon[0] !== chosenIcon) {\\n G.getDict('gatherer').icon = [chosenIcon, 24, 'magixmod']\\n }\\n if (!isFinite(iconTick)) {\\n setObj('iconTick', 1)\\n } else if (iconTick === 100) {\\n setObj('iconTick', 0)\\n chosenIcon = choose([9, 10, 11, 12, 13])\\n setObj('gatherIcon', chosenIcon)\\n G.getDict('gatherer').icon = [chosenIcon, 24, 'magixmod']\\n if (l('unit-icon-0')) {\\n l('unit-icon-0').style.backgroundPosition = (chosenIcon * -24) + \\"px -576px\\"\\n }\\n } else {\\n setObj('iconTick', iconTick + 1)\\n }\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":227},{"name":"essenced seeds","displayName":"Essenced seeds","desc":"[essenced seeds] are a magic-infused creation that uses [magic essences], [mana], and [seeds,Normal seeds]. These can be used to start farming magic flowers that will allow you to gather even more essences.","category":"misc","startWith":0,"icon":[27,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":228},{"name":"oil","displayName":"Petroleum","desc":"[oil] is a flammable liquid hydrocarbon mixture. //Mixtures labelled naphtha have been produced from natural gas condensates, petroleum distillates, and the distillation of coal tar and peat. (Or, in other words, it does something.)","category":"misc","startWith":0,"icon":[9,6],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":229},{"name":"blue firework","displayName":"Blue firework","hidden":true,"desc":"Happy New Year! You can launch this firework high into the sky...Provides [happiness] for every firework launched into the sky.","category":"seasonal","startWith":0,"icon":[2,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":230},{"name":"orange firework","displayName":"Orange firework","hidden":true,"desc":"Happy New Year! You can launch this firework high into the sky...Provides [happiness] for every firework launched into the sky.","category":"seasonal","startWith":0,"icon":[1,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":231},{"name":"dark blue firework","displayName":"Dark blue firework","hidden":true,"desc":"Happy New Year! You can launch this firework high into the sky...Provides [happiness] for every firework launched into the sky. This is a [dark essence,Dark-essenced] firework so that it can unleash its spectacular show during the day.","category":"seasonal","startWith":0,"icon":[5,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":232},{"name":"dark orange firework","displayName":"Dark orange firework","hidden":true,"desc":"Happy New Year! You can launch this firework high into the sky...Provides [happiness] for every firework launched into the sky. This is a [dark essence,Dark-essenced] firework so that it can unleash its spectacular show during the day.","category":"seasonal","startWith":0,"icon":[4,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":233},{"name":"firecracker","displayName":"Firecracker","hidden":true,"desc":"[firecracker]s are fireworks but without [thread] attached.","category":"seasonal","startWith":0,"icon":[3,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":234},{"name":"corpsedecaypoint","displayName":"Corpse decay point","hidden":true,"startWith":0,"icon":[28,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":235},{"name":"deitytemplePoint","displayName":"Deity temple points","hidden":true,"startWith":0,"icon":[29,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":236},{"name":"godTemplePoint","displayName":"God temple points","hidden":true,"startWith":0,"icon":[30,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":237},{"name":"trial point","displayName":"Trial point","hidden":true,"startWith":0,"icon":[8,27,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":238},{"name":"blood","displayName":"Blood","hidden":true,"desc":"You gain [blood] each year from Madness victims (equal to the amount of murdered people). You need to glory Bersaria and research more with [fear of death] active. You start with 200 [blood] in that case. <>Be aware that the [blood] will be needed to keep Hartar's servants hunting meat for you!","category":"main","startWith":200,"icon":[33,6,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":239},{"name":"cultural balance","displayName":"Cultural balance","hidden":true,"desc":"[cultural balance] is the main rule of the Cultural trial. It defines the rate of cultural stability in this plane.","category":"main","startWith":25,"icon":[33,7,"magixmod"],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n }","getIcon":"function (me) {\\n var amount = me.amount;\\n if (amount <= 10) return [33, 11, 'magixmod'];\\n else if (amount <= 20) return [33, 10, 'magixmod'];\\n else if (amount > 20 && amount < 30) return [33, 7, 'magixmod'];\\n else if (amount >= 30) return [33, 8, 'magixmod'];\\n else if (amount >= 40) return [33, 9, 'magixmod'];\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":240},{"name":"beyond","displayName":"Beyond","startWith":0,"icon":[0,0],"meta":false,"tick":"function (me, tick) {\\n if (G.has('beyond the edge') && G.getRes('beyond').amount == 0) {\\n G.gain('beyond', 1)\\n G.lose('population', G.getRes('population').amount * 0.3, 'beyond the edge');\\n G.getRes('happiness').amount = 0; G.getRes('health').amount = 0;\\n G.getRes('insight').amount = 0; G.getRes('insight II').amount = 0;\\n G.getRes('culture').amount = 0; G.getRes('culture II').amount = 0;\\n G.getRes('faith').amount = 0; G.getRes('faith II').amount = 0;\\n G.getRes('influence').amount = 0; G.getRes('influence II').amount = 0;\\n G.getRes('science').amount = 0;\\n }\\n if (G.has('beyond the edge II') && G.getRes('beyond').amount == 1) {\\n G.gain('beyond', 1)\\n var toSick = G.getRes('adult').amount;\\n G.lose('adult', toSick);\\n G.gain('sick', toSick);\\n G.lose('population', G.getRes('population').amount * 0.4, 'beyond the edge II');\\n G.getRes('happiness').amount = 0; G.getRes('health').amount = 0;\\n G.getRes('insight').amount = 0; G.getRes('insight II').amount = 0;\\n G.getRes('culture').amount = 0; G.getRes('culture II').amount = 0;\\n G.getRes('faith').amount = 0; G.getRes('faith II').amount = 0;\\n G.getRes('influence').amount = 0; G.getRes('influence II').amount = 0;\\n G.getRes('science').amount = 0;\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":241},{"name":"wooden coin","displayName":"Wooden coin","desc":"The lowest tier of currency used by the Pocket trial. To get 1 [silver coin] you will need: 100*((times you have completed Pocket*3)+1) [wooden coin]s. Can be used to buy primary, archaic resources.","category":"misc","startWith":0,"icon":[5,25,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.getRes('money storage').used == G.getRes('money storage').amount) {\\n var toSpoil = me.amount * 0.004 * G.achievByName['pocket'].won;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":242},{"name":"silver coin","displayName":"Silver coin","desc":"The second tier of currency used by the Pocket trial. To get 1 [golden coin] you will need: 100*((times you have completed Pocket*3)+1) [silver coin]s. Can be used to buy basic resources.","category":"misc","startWith":0,"icon":[6,25,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.getRes('money storage').used == G.getRes('money storage').amount) {\\n var toSpoil = me.amount * 0.004 * G.achievByName['pocket'].won;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":243},{"name":"golden coin","displayName":"Golden coin","desc":"The third and highest tier of currency used by the Pocket trial. Can be used to buy the most expensive resources of all...","category":"misc","startWith":0,"icon":[7,25,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.getRes('money storage').used == G.getRes('money storage').amount) {\\n var toSpoil = me.amount * 0.004 * G.achievByName['pocket'].won;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":244},{"name":"university point","displayName":"University point","startWith":0,"icon":[8,12,6,4],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":245},{"name":"tablet 'o mirror","displayName":"Tablet 'o mirror","desc":"A heavy tablet that you will get from opening the Grand mirror that allows you to double your [land] and [wtr]. (You can obtain only one Tablet of this type!) //You are cloning the world via magic, but the more portals you open, the more unstable the world will become, which will cause many huge disasters! It is time to stop...before something bad happens.","category":"main","startWith":0,"icon":[11,30,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !MirrorMESG) {\\n G.Message({ type: 'tabletobtain', text: 'Your people finally made the Grand Mirror work like a normal portal. Out of nowhere, an Emblem appears behind you. It is cold to the touch and perfectly symmetrical. A Tablet has a warning carved onto it, and you\\\\'ve unlocked a new resource!', icon: [12, 19, 'magixmod'] });\\n MirrorMESG = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('mirror world 2/2')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":246},{"name":"money storage","displayName":"Money storage","desc":"Each [money storage] unit lowers the rate of decay or theft for one unit of your money. A [wooden coin] uses 0.1 points of storage, a [silver coin] uses 1 point, and a valuable [golden coin] uses 5 points.//The number on the left is how much material storage is occupied, while the number on the right is how much you have in total. //Note: This is only available while in the Pocket trial.","category":"demog","startWith":0,"icon":[12,30,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n me.used = (G.getRes('wooden coin').amount / 10) + (G.getRes('silver coin').amount) + (G.getRes('golden coin').amount * 5);\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":247},{"name":"lead ore","displayName":"Lead ore","desc":"Ore that can be processed into [hard metal ingot]s.","category":"ore","startWith":0,"icon":[10,4,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":248},{"name":"mythril ore","displayName":"Mythril ore","desc":"Ore that is harder to find than gold and silver. Can be processed into [mystical metal ingot]s.","category":"ore","startWith":0,"icon":[10,3,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":249},{"name":"zinc ore","displayName":"Zinc ore","desc":"Ore that can be processed into [hard metal ingot]s. Zinc is a slightly brittle metal at room temperature.","category":"ore","startWith":0,"icon":[11,3,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":250},{"name":"osmium ore","displayName":"Osmium ore","desc":"Ore that can be processed into [soft metal ingot]s. It is a hard, brittle, and bluish-white metal.","category":"ore","startWith":0,"icon":[10,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":251},{"name":"blackium ore","displayName":"Blackium ore","desc":"Ore that can be processed into [strong metal ingot]s.","category":"ore","startWith":0,"icon":[11,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":252},{"name":"mystical metal ingot","displayName":"Mystical metal ingot","desc":"Can be used to craft [various metal block]s.","category":"build","startWith":0,"icon":[11,6,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":253},{"name":"unknownium ore","displayName":"Unknownium ore","desc":"unknown ore ¯\\\\_(ツ)_/¯ //we are not sure what it is","category":"ore","startWith":0,"icon":[10,5,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":254},{"name":"dinium ore","displayName":"Dinium ore","desc":"What to do with that ore? Seems like furnaces cannot smelt it.","category":"ore","startWith":0,"icon":[11,5,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":255},{"name":"pyrite","displayName":"Pyrite","desc":"A fool's gold. Cannot be smelted for [precious metal ingot]. Normally an annoying waste.","category":"ore","startWith":0,"icon":[11,4,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":256},{"name":"slain corpse","displayName":"Slain corpse","startWith":0,"icon":[3,16,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":257},{"name":"prison space","displayName":"Prison space","hidden":true,"desc":"Determines how many [thief,Thieves] and other criminals you can keep imprisoned. It is an important stat, as a lack of prison space will lead to an increased crime rate, which will cause unhappiness.","startWith":0,"icon":[17,2,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n me.used = G.getRes('prisoner').amount > me.amount ? me.amount : G.getRes('prisoner').amount;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":258},{"name":"various metal block","displayName":"Various metal block","desc":"A valuable, if unreliable construction material. Can be crafted by using [mythril ore], [dinium ore], [blackium ore], and various other materials.","category":"build","startWith":0,"icon":[10,6,"magixmod"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":259},{"name":"modernium ore","displayName":"Modernium ore","desc":"A red ore with a pinkish tint. Interesting but is sadly a waste.","category":"ore","startWith":0,"icon":[10,8,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":260},{"name":"caretakium ore","displayName":"Caretakium ore","desc":"A dark green ore that is of some interest but has no use.","category":"ore","startWith":0,"icon":[10,7,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":261},{"name":"golden insight","displayName":"Golden insight","desc":"[golden insight] is an essential required to research in the Faithful plane. You'll be able to purchase this strange resource! //To buy [golden insight], purchase this strange resource in the Production tab. But be careful...it costs [faith] and [insight]. Also, it can increase its cost by itself! //Just like [insight], [golden insight] will be limited by [wisdom].","category":"main","startWith":0,"icon":[35,16,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":262},{"name":"relic","displayName":"Relic","desc":"[relic]s can be found underground and analyzed by [archaeologist]s. These are leftovers of civilizations you ruled in previous ascensions or previous generations in current one. Each [relic] has its own rarity, and any [relic] with a rarity above or equal to Rare will be counted here. Just note that they slowly decay and are mainly used for providing various essentials.","startWith":0,"icon":[8,29,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":263},{"name":"scoutW","displayName":"Scout","hidden":true,"startWith":0,"icon":[24,3],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":264},{"name":"snow","displayName":"Snow","hidden":true,"desc":"Cold snow can be used to craft snowmen and make snowball fights, increasing the [happiness] of children slightly. Hire a [digger] to gather it.","category":"seasonal","startWith":0,"icon":[9,12,"seasonal"],"turnToByContext":{"Snow":{"happiness":0.001}},"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":265},{"name":"christmas essence","displayName":"Christmas essence","hidden":true,"desc":"A part of Christmas. Can be gathered in ways related to it. Has its uses. Does not belong to [magic essences] officially until you unlock [sleep-speech] and [villas of victory].","category":"magic","startWith":0,"icon":[3,11,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":266},{"name":"christmas essence limit","displayName":"Christmas essence limit","hidden":true,"startWith":0,"icon":[8,12,3,11,"seasonal"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":267},{"name":"child of Christmas","displayName":"Child of Christmas","hidden":true,"desc":"[child of Christmas,Children of Christmas] leave after many meetings with each other. Some of them even say they are elves, although this isn't confirmed!//After a while, they will grow up into [adult]s.//These children also eat and drink half as much as adults.//They can work as an [artisan of christmas], can be hired to take care about [christmas essence storage], and can also craft gifts for people, bringing [happiness]. @They are happy, despite being assigned to work (as long as their work is related to their favorite season, of course).","category":"demog","startWith":0,"icon":[56,0,"magix2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":268},{"name":"christmas ornament","displayName":"Christmas ornament","hidden":true,"desc":"The [artisan of christmas] can craft this. It is used to decorate christmas trees, lamps, and many more. On decay, these may provide some [christmas essence].","category":"seasonal","startWith":0,"icon":[6,11,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n if (G.getRes('christmas essence').amount < (G.getRes('christmas essence limit').amount - spent)) {\\n G.gain('christmas essence', randomFloor(toSpoil) / 6, 'festive ornament decay');\\n };\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":269},{"name":"festive light","displayName":"Festive light","hidden":true,"desc":"Used to decor streets, houses, hovels and other buildings. Brings festivity to your civilization. On decay, this may provide some [christmas essence].","category":"seasonal","startWith":0,"icon":[6,12,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.007;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n if (G.getRes('christmas essence').amount < (G.getRes('christmas essence limit').amount - spent)) {\\n G.gain('christmas essence', randomFloor(toSpoil) / 4, 'festive light decor decay');\\n };\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":270},{"name":"snowman","displayName":"Snowman","hidden":true,"desc":"Used to decor streets, houses, hovels and other buildings. Brings festivity to your civilization. On decay, this may provide some [christmas essence].","category":"seasonal","startWith":0,"icon":[12,11,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.011;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":271},{"name":"research","displayName":"Researches","startWith":0,"icon":[35,3,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n me.amount = G.techN;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":272},{"name":"love","displayName":"Love","hidden":true,"desc":"Seasonal essential. //[love] can unlock new bonuses on some levels. //Obtaining unique valentine traits will allow you to gain points for that essential from more sources. The rate of gain depends on the [happiness] of your civilization.","startWith":0,"icon":[10,17,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var xpreq = ((((G.getRes('love').amount + 10) * 35000) ^ (G.getRes('love').amount + 1)) * (G.getRes('love').amount + 3)) * ((G.getRes('love').amount + 1) / 1.85);\\n if (G.getRes('love xp').amount >= xpreq) {\\n G.getRes('love xp').amount = 0; me.amount++;\\n }\\n }","getDisplayAmount":"function (me) {\\n if (G.getRes('population').amount <= 0) return '-';\\n var amount = G.getRes('love').amount;\\n var xpreq = ((((G.getRes('love').amount + 10) * 35000) ^ (G.getRes('love').amount + 1)) * (G.getRes('love').amount + 3)) * ((G.getRes('love').amount + 1) / 1.85);\\n return 'Lvl ' + B(amount + 1) + ' ' + B(G.getRes('love xp').amount) + '/
    ' + B(xpreq) + '';\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [17, 17, 'seasonal'];\\n else {\\n var amount = G.getRes('love').amount;\\n if (amount >= 15) return [16, 17, 'seasonal'];\\n else if (amount >= 12) return [15, 17, 'seasonal'];\\n else if (amount >= 10) return [14, 17, 'seasonal'];\\n else if (amount >= 8) return [13, 17, 'seasonal'];\\n else if (amount >= 5) return [12, 17, 'seasonal'];\\n else if (amount >= 3) return [11, 17, 'seasonal'];\\n else return [10, 17, 'seasonal'];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":273},{"name":"love xp","displayName":"Love XP","startWith":0,"icon":[10,17,"seasonal"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":274},{"name":"dark decay","displayName":"Dark decay","hidden":true,"desc":"Completing Buried granted you [dark decay]. Starting with 50 slots and growing for up to 400, it will take away [corpse]s. If all of your [dark decay] slots are be used up, this resource will disappear and for rest of the run the bonus from [voodoo spirit] will be activated. The cap of [dark decay] slots can be increased by gaining early-game traits including [fear of death]/[acceptance of death], or afterlife traits.","startWith":50,"icon":[23,5,"magixmod"],"meta":false,"tick":"function (me) {\\n if (G.getRes('corpse').amount > 0 && me.used <= me.amount) {\\n G.getRes('corpse').amount--;\\n G.getRes('dark decay').used++;\\n }\\n if (me.used >= me.amount) me.hidden = true;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":275},{"name":"tragedy","displayName":"Tragedy","startWith":0,"icon":[0,0],"meta":false,"tick":"function (me) {\\n if (me.amount == 1 && G.achievByName['???'].won == 0 && G.has('constelations')) {\\n G.Message({ type: 'story1', text: 'THIS IS THE END!', icon: [10, 32, 'magixmod'] });\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":276},{"name":"spookiness","displayName":"Spookiness","hidden":true,"desc":"Seasonal essential. //[spookiness] is able to unlock new bonuses if you progress far enough! //Obtaining Halloween traits will allow you to gain points for that essential! Depending on [happiness], you may gain it slower or faster.","startWith":0,"icon":[12,8,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var xpreq = ((((G.getRes('spookiness').amount + 10) * 55500) ^ (G.getRes('spookiness').amount + 1)) * (G.getRes('spookiness').amount + 3)) * ((G.getRes('spookiness').amount + 1) / 1.85);\\n if (G.getRes('spookiness xp').amount >= xpreq) {\\n G.getRes('spookiness xp').amount = 0; me.amount++;\\n }\\n }","getDisplayAmount":"function (me) {\\n if (G.getRes('population').amount <= 0) return '-';\\n var amount = G.getRes('spookiness').amount;\\n var xpreq = ((((G.getRes('spookiness').amount + 10) * 55500) ^ (G.getRes('spookiness').amount + 1)) * (G.getRes('spookiness').amount + 3)) * ((G.getRes('spookiness').amount + 1) / 1.85);\\n return 'Lvl ' + B(amount + 1) + ' ' + B(G.getRes('spookiness xp').amount) + '/
    ' + B(xpreq) + '';\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [11, 8, 'seasonal'];\\n else {\\n var amount = G.getRes('spookiness').amount;\\n if (amount >= 14) return [18, 8, 'seasonal'];\\n else if (amount >= 12) return [17, 8, 'seasonal'];\\n else if (amount >= 10) return [16, 8, 'seasonal'];\\n else if (amount >= 7) return [15, 8, 'seasonal'];\\n else if (amount >= 4) return [14, 8, 'seasonal'];\\n else if (amount >= 2) return [13, 8, 'seasonal'];\\n else return [12, 8, 'seasonal'];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":277},{"name":"spookiness xp","displayName":"Spookiness XP","startWith":0,"icon":[12,8,"seasonal"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":278},{"name":"candy","displayName":"Candy","hidden":true,"desc":"Sweet, tasty [candy,Candies] made just for Halloween. Spoils quite quickly but counts as [food], providing [happiness] at the cost of a little [health].","category":"seasonal","startWith":0,"icon":[3,8,"seasonal"],"turnToByContext":{"eating":{"happiness":0.035,"health":-0.01}},"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.08;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":279},{"name":"halloween essence","displayName":"Halloween essence","hidden":true,"desc":"A part of Halloween. Can be gathered in ways related to it. Has usages. Does not belong to [magic essences] since it is seasonal essence.","category":"magic","startWith":0,"icon":[5,8,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":280},{"name":"halloween essence limit","displayName":"Halloween essence limit","hidden":true,"startWith":0,"icon":[8,12,5,8,"seasonal"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":281},{"name":"wandererW","displayName":"Wanderer","hidden":true,"startWith":0,"icon":[2,2],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":282},{"name":"land of the Past","displayName":"Land of the Past","desc":"The land you got from activating a portal to the ancestors world. //It is said that this atmosphere is autumnal year-long.","category":"terr","startWith":0,"icon":[18,33,"magixmod"],"meta":false,"partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":283},{"name":"ancestors tablet","displayName":"Ancestors tablet","desc":"A heavy tablet that you will get after activating the Ancestors portal. Needed to unlock further researching. It is a pass for further adventures and discoveries. You can obtain only one Tablet of this type. @Ancestors called you to his world...","category":"main","startWith":0,"icon":[3,7,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !madeUnlockMessageP) {\\n G.Message({ type: 'tabletobtain', text: 'You and your people activated a passage to the ancestors world. Out of the portal, a strange Tablet falls and falls next to your feet. A big ruby portal shines and you can now see what is beyond it! You come through and notice there is perfect moderate heat and autumn is everywhere. Now it is time for more discoveries.', icon: [30, 33, 'magixmod'] });\\n madeUnlockMessageP = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('ancestors world building')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":284},{"name":"herb essence","displayName":"Herb essence","desc":"[herb essence] is a natural essence obtainable only in Herbalia's plane. It is a requirement to please your population and to build the wonder of this plane!","category":"magic","startWith":0,"icon":[36,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('t7') && G.day % 10 == 0) {\\n var toSpoil = me.amount * 0.004;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":285},{"name":"demon decay","displayName":"Demon decay","startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":286},{"name":"ignoreItem","displayName":"Next predicted drought year","desc":"This number is the predicted year that the next drought will be at. It may be off by a year or two or not happen in the first place!","category":"demog","startWith":0,"icon":[9,10],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":287},{"name":"honey","displayName":"Honey","desc":"Eating [honey] is both extraordinarily satisfying and quite healthy for the body, and is even better when eaten in combination with other [food]. Although it is quite difficult to find, it never spoils and will provide the most [happiness] out of all [food]! //yummers","category":"food","startWith":0,"icon":[6,0,"magix2"],"turnToByContext":{"eating":{"health":0.03,"happiness":0.1},"decay":{"honey":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":288},{"name":"honeycomb","displayName":"Honeycomb","desc":"Although [honeycomb]s may be difficult to find, they are absolutely packed with various nutrients and quite tasty! They will never spoil and provide the most [health] out of any other [food].","category":"food","startWith":0,"icon":[5,0,"magix2"],"turnToByContext":{"eating":{"health":0.15,"happiness":0.025},"decay":{"honeycomb":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":289},{"name":"deep ocean","displayName":"Deep ocean","desc":"[deep ocean] is a strange and rather wasteful ocean tile that is produced when your [wtr] tiles decay. It cannot be used for construction or buildings, sadly, except for building the wonder in this Trial.","category":"terr","startWith":0,"icon":[16,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('t6') && G.year >= 7) {\\n me.amount += 0.02 + G.ocean * 0.0015\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":290},{"name":"golden fish","displayName":"Golden fish","desc":"[golden fish] are created using some [precious metal ingot]s and [seafood,Fish], as well as a little luck. //Seems to be a lot of work just for a little decoration...","category":"build","startWith":0,"icon":[12,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":291},{"name":"wtrDecay","displayName":"Water decay","hidden":true,"startWith":0,"icon":[10,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('t6') && G.year >= 5) {\\n var decayMult = (G.has('ocean decay I') ? 0.6 : 1) * (G.has('ocean decay II') ? 0.6 : 1) * (G.has('ocean decay III') ? 0.6 : 1) * (G.has('ocean decay IV') ? 0.6 : 1) * (G.has('ocean decay V') ? 0.6 : 1) * Math.min(0.3 + G.year * 0.08, 1)\\n if (G.day % 30 == 0) {\\n me.amount += Math.pow(G.year * 0.5, 1.8) * decayMult\\n }\\n me.amount += (0.03 + G.getRes('land').amount * 0.0015) * decayMult - (G.day % 5 == 0 && G.has('ocean reversion') ? 1 : 0)\\n me.amount = Math.min(me.amount, 0)\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":292},{"name":"exotic fruit","displayName":"Exotic fruit","desc":"[exotic fruit] have a particularly pleasing taste and appearance that your people love. These are consumed as a more tasty alternative to [fruit], but are rarer to come by (and require a few researches to get).","category":"food","startWith":0,"icon":[23,0,"magix2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.0275},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":293},{"name":"exotic juices","displayName":"Exotic juices","desc":"[exotic juices] are more popular with your people, meaning people drink them a little faster. They also provide much more [happiness] than normal [juices]!","startWith":0,"icon":[24,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.012;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'drinking exotic juices');\\n G.gain('health', spent * 0.2, 'drinking exotic juices');\\n changeHappiness(spent * 0.9, 'drinking exotic juices');\\n G.gain('spoiled juices', randomFloor(spent * 0.32), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":294},{"name":"spices","displayName":"Spices","desc":"[spices] are, well, spicy to the tongue, and are great when combined with other tasty foods!","category":"misc","startWith":0,"icon":[20,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":295},{"name":"hive frame","displayName":"Hive frame","desc":"Each [hive frame] is carefully crafted from part of a [log] and may be used in beekeeping. They will work for all types of honey collection, although essenced collection will make these more effective.","category":"misc","startWith":0,"icon":[35,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":296},{"name":"essenced hive frame","displayName":"Essenced hive frame","desc":"Each and every [essenced hive frame] is meticulously crafted with the utmost care, and is combined with some [nature essence].","category":"misc","startWith":0,"icon":[37,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":297},{"name":"artist","displayName":"Artist","desc":"[artist]s are those who have studied art from a young age and have turned into [adult]s. Although they are talented and skilled, they may still fail to produce a [work of art] and make a plain [painting].","category":"demog","startWith":0,"icon":[43,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n var n = randomFloor(G.getRes('artist').amount * 0.0002);\\n G.gain('painting', randomFloor(G.getRes('artist').amount * 0.3), 'artists painting');\\n G.gain('work of art', randomFloor(G.getRes('artist').amount * 0.0001), 'artists painting');\\n G.gain('elder', n, 'aging up');\\n G.lose('artist', n, 'aging up');\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":298},{"name":"virtuoso of art","displayName":"Virtuoso of art","desc":"[virtuoso of art,Virtuosos of art] are the best of the best. These students have grown into true artists, and will produce a variety of [painting]s and [work of art,Works of art] with their gifted talent and skill. //what about pixel art?","category":"demog","startWith":0,"icon":[44,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n var n = randomFloor(G.getRes('virtuoso of art').amount * 0.0002);\\n G.gain('painting', randomFloor(G.getRes('virtuoso of art').amount * 1), 'virtuosos of art painting');\\n G.gain('work of art', randomFloor(G.getRes('virtuoso of art').amount * 0.03), 'virtuosos of art painting');\\n G.gain('elder', n, 'aging up');\\n G.lose('virtuoso of art', n, 'aging up');\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":299},{"name":"work of art","displayName":"Work of art","desc":"[work of art,Works of art] are truly thought-provoking and amazing artworks that capture the culture of your people well. These will decay into [culture II].","category":"misc","startWith":0,"icon":[45,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n if (G.has('art shows')) {\\n toSpoil *= 0.7; // art shows decrease the decay of works of art\\n G.gain('culture II', randomFloor(toSpoil * 0.3), 'art shows');\\n }\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture II'), randomFloor(spent));\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":300},{"name":"valuable gems","displayName":"Valuable gems","desc":"These are extremely expensive and hard-to-find [valuable gems,Gems] with a unique color, clarity, and look. Can be processed into [valuable gem block,Blocks]!","category":"build","startWith":0,"icon":[46,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":301},{"name":"valuable gem block","displayName":"Valuable gem block","desc":"These have unique colors and refract light in all directions. These might be used in some advanced constructions!","category":"build","startWith":0,"icon":[49,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":302},{"name":"charcoal","displayName":"Charcoal","desc":"A useful fuel for creating a source of heat. //no, you cannot eat it!","category":"build","startWith":0,"icon":[51,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":303},{"name":"kelp2","displayName":"Kelp","desc":"May be eaten along with other [food], providing some easy [health] benefits.","category":"food","startWith":0,"icon":[62,0,"magix2"],"turnToByContext":{"eating":{"health":0.035,"happiness":0.02}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":304}],"units":[{"name":"gatherer","displayName":"Gatherer","desc":"@forages for basic [food], [water] and [archaic building materials,Various interesting things]<>A vital part of an early tribe, [gatherer]s venture in the wilderness to gather food, wood, and other things of note.","icon":[0,2],"cost":{},"type":"unit","use":{"worker":1},"req":{"tribalism":true,"t4":false},"category":"production","limitPer":{},"upkeep":{},"effects":[{"type":"gather","context":"gather","amount":2,"max":4},{"type":"gather","context":"hunt","amount":0.1,"max":0.2,"chance":0.1,"req":{"carcass-looting":true}},{"type":"gather","context":"gather","what":{"herb":4.5},"req":{"herbalism":false}},{"type":"gather","context":"gather","what":{"herb":4.5},"req":{"t7":true}},{"type":"gather","context":"gather","what":{"water":1,"muddy water":1},"amount":1,"max":3,"req":{"drought":false}},{"type":"gather","context":"gather","what":{"water":0.15,"muddy water":0.5},"amount":1,"max":3,"req":{"drought":true}},{"type":"gather","context":"gather","what":{"herb":0.5,"fruit":0.25,"vegetable":0.25},"amount":1,"max":1,"req":{"plant lore":true,"fruit identification II":false}},{"type":"gather","context":"exotic","amount":0.015,"max":1,"req":{"fruit identification":true,"fruit identification 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All 4 modes he had are active all the time in this unit!","icon":[14,18,"magixmod"],"cost":{"basic building materials":775,"basic factory equipment":400},"type":"unit","use":{"worker":16,"land":1,"stone tools":32},"req":{"moderation":true,"factories I":true},"category":"crafting","limitPer":{},"upkeep":{"coal":2,"fire pit":1},"effects":[{"type":"convert","from":{"clay":140,"mud":140,"fire pit":14},"into":{"pot":120},"every":20},{"type":"convert","from":{"clay":170,"mud":120,"dyes":50,"fire pit":15},"into":{"precious pot":120},"every":40},{"type":"convert","from":{"clay":100,"mud":100,"fire pit":10},"into":{"potion pot":40},"every":15},{"type":"mult","value":1.25,"req":{"gt4":true}},{"type":"mult","value":1.2,"req":{"ground pots":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"leather factory","displayName":"Leather factory","desc":"Does the same thing as [clothier]s making [leather] and [drying rack]s at the same time.","icon":[15,18,"magixmod"],"cost":{"basic building materials":775,"basic factory equipment":400},"type":"unit","use":{"worker":16,"land":1,"stone tools":32},"req":{"moderation":true,"factories I":true},"category":"crafting","limitPer":{},"upkeep":{"coal":2,"fire pit":1},"effects":[{"type":"convert","from":{"leather":20},"into":{"dried leather":20},"every":7,"req":{"bigger factory racks":false}},{"type":"convert","from":{"leather":40},"into":{"dried leather":40},"every":7,"req":{"bigger factory racks":true}},{"type":"convert","from":{"hide":250,"water":1000,"salt":150,"log":15},"into":{"leather":235},"every":15},{"type":"convert","from":{"hide":250,"muddy water":1000,"herb":145},"into":{"leather":235},"every":20}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":";cloudy water filter","displayName":"Cloudy water filter","desc":"A filter that uses [land of the Paradise] and a worker. 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Because the upkeep uses [coal], you gain 82% of the converted water. <>A [moderation] path unit. Has research techs that can improve the power and efficiency of the [;water filter]. <>This filter converts [muddy water] into [water].","icon":[24,16,"magixmod"],"cost":{"basic building materials":275},"type":"unit","use":{"worker":1,"land":1},"req":{"moderation":true,"water filtering":true},"category":"crafting","limitPer":{},"upkeep":{"coal":1},"effects":[{"type":"convert","from":{"muddy water":37},"into":{"water":28},"every":1},{"type":"mult","value":1.75,"req":{"better filtering":true}},{"type":"mult","value":1.75,"req":{"non-magical filters improvement":true}},{"type":"mult","value":1.75,"req":{"magical filtering":true}},{"type":"mult","value":2,"req":{"supreme fast filtering":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"water filter","displayName":"Water filter","desc":"A filter that uses land and a worker. Because the upkeep uses [sand], you gain 95% of the converted water. <>A [caretaking] path unit. 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Deliver a lot of [sulfur] to this guy...without it, how is he supposed to craft TNT?","icon":[15,15,"magixmod"],"cost":{},"type":"unit","use":{},"req":{"explosive crafting & mining":true},"category":"crafting","modes":{"explosivesS":{"name":"Craft light explosives","icon":[19,15,"magixmod"],"desc":"This [pyro-artisan] will craft some [light explosives] with the use of [paper], [sulfur], and [thread].","use":{"worker":1},"id":"explosivesS","num":0}},"gizmos":true,"limitPer":{},"upkeep":{},"effects":[{"type":"convert","from":{"sulfur":3,"paper":2,"thread":3},"into":{"light explosives":1.25},"every":2,"repeat":2,"mode":"explosivesS"},{"type":"mult","value":1.25,"req":{"crafting & farm rituals":"on","power of the faith":true}},{"type":"mult","value":0.85,"req":{"se09":"on"}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"holy orchard","displayName":"Holy orchard","desc":"An orchard with planted trees with ambrosium leaves which are most common type of trees in new world. 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It will only be able to convert when you obtain enough of that particular [insight,Essential]!","icon":[26,19,"magixmod"],"cost":{"glass":500,"basic building materials":150},"type":"unit","use":{"worker":2,"land":1},"req":{"eotm":true},"category":"discovery","modes":{"insight":{"name":"Insight to Insight II","icon":[18,19,"magixmod"],"desc":"This tank will convert every 500 [insight] into 1 [insight II].","id":"insight","num":0,"use":{}},"culture":{"name":"Culture to Culture II","icon":[19,19,"magixmod"],"desc":"This tank will convert every 500 [culture] into 1 [culture II].","id":"culture","num":1,"use":{}},"faith":{"name":"Faith to Faith II","icon":[17,19,"magixmod"],"desc":"This tank will convert every 500 [faith] into 1 [faith II].","id":"faith","num":2,"use":{}},"influence":{"name":"Influence to Influence II","icon":[20,19,"magixmod"],"desc":"This tank will convert every 500 [influence] into 1 [influence II].","id":"influence","num":3,"use":{}}},"gizmos":true,"limitPer":{"population":100000},"upkeep":{"mana":50},"effects":[{"type":"convert","from":{"insight":500},"into":{"insight II":1},"every":10,"mode":"insight","req":{"essential conversion tank overclock I":false}},{"type":"convert","from":{"culture":500},"into":{"culture II":1},"every":10,"mode":"culture","req":{"essential conversion tank overclock I":false}},{"type":"convert","from":{"faith":500},"into":{"faith II":1},"every":10,"mode":"faith","req":{"essential conversion tank overclock I":false}},{"type":"convert","from":{"influence":500},"into":{"influence II":1},"every":10,"mode":"influence","req":{"essential conversion tank overclock I":false}},{"type":"convert","from":{"insight":500},"into":{"insight II":1},"every":9,"mode":"insight","req":{"essential conversion tank overclock I":true,"smartness of essentials":false}},{"type":"convert","from":{"culture":500},"into":{"culture II":1},"every":9,"mode":"culture","req":{"essential conversion tank overclock I":true,"smartness of essentials":false}},{"type":"convert","from":{"faith":500},"into":{"faith II":1},"every":9,"mode":"faith","req":{"essential conversion tank overclock I":true,"smartness of essentials":false}},{"type":"convert","from":{"influence":500},"into":{"influence II":1},"every":9,"mode":"influence","req":{"essential conversion tank overclock I":true,"smartness of essentials":false}},{"type":"convert","from":{"insight":550},"into":{"insight II":1.5},"every":9,"mode":"insight","req":{"smartness of essentials":true}},{"type":"convert","from":{"culture":550},"into":{"culture II":1.2},"every":9,"mode":"culture","req":{"smartness of essentials":true}},{"type":"convert","from":{"faith":550},"into":{"faith II":1.2},"every":9,"mode":"faith","req":{"smartness of essentials":true}},{"type":"convert","from":{"influence":550},"into":{"influence II":1.2},"every":9,"mode":"influence","req":{"smartness of essentials":true}},{"type":"mult","value":1.5,"req":{"people of the arts II":true},"mode":"culture"},{"type":"mult","value":1.25,"req":{"leaves of wisdom":true}},{"type":"mult","value":1.25,"req":{"branches of wisdom":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":126},{"name":"farm of smokers","displayName":"Farm of smokers","desc":"At this farm, a bunch of smoke is released into the sky every single day. From this farm, your people will be able to gather useful [fire essence].","icon":[28,7,"magixmod"],"cost":{"essenced seeds":300,"fire essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15},"req":{"smokers & Windferns":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":14,"fire essence":1,"mana":7},"effects":[{"type":"gather","context":"gather","what":{"fire essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":127},{"name":"farm of windferns","displayName":"Farm of windferns","desc":"From his white leaves, you can find tiny grains that can fly away from your hand quickly. From this farm, your people can gather useful [wind essence].","icon":[28,8,"magixmod"],"cost":{"essenced seeds":300,"wind essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15},"req":{"smokers & Windferns":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":14,"wind essence":1,"mana":7},"effects":[{"type":"gather","context":"gather","what":{"wind essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":128},{"name":"farm of holy roses","displayName":"Farm of holy roses","desc":"Holy rose's petals radiate a lot of light (so much so that sometimes it is blinding)! Carefully gathered can be disenchanted allowing you to obtain some useful [holy essence].","icon":[28,4,"magixmod"],"cost":{"essenced seeds":300,"holy essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15},"req":{"holy roses farm":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":14,"holy essence":1,"mana":7},"effects":[{"type":"gather","context":"gather","what":{"holy essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":129},{"name":"farm of watorchids","displayName":"Farm of watorchids","desc":"This farm is muddy and wet, which is required to start farming [water essence]. Small pools of essenced droplets can be collected to buckets, making sure to keep the essence within. This is a way your people can gather useful [water essence]!","icon":[28,10,"magixmod"],"cost":{"essenced seeds":300,"water essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15},"req":{"withering tulips & Watorchids":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":21,"water essence":1,"mana":21},"effects":[{"type":"gather","context":"gather","what":{"water essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":130},{"name":"farm of withering tulips","displayName":"Farm of withering tulips","desc":"These tulips darken fires from far far away. Farmers of these tulips don't want to share the way how do they collect useful [dark essence] out of these flowers, but you want to discover those mysteries!","icon":[28,9,"magixmod"],"cost":{"essenced seeds":300,"dark essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15,"wand":10},"req":{"withering tulips & Watorchids":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":14,"dark essence":1,"mana":7},"effects":[{"type":"gather","context":"gather","what":{"dark essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":131},{"name":"farm of naturdaisies","displayName":"Farm of naturdaisies","desc":"Naturdaisies grow on big \\"trees\\" that can release these essenced beauties. Then people gather them and disenchant them, gaining useful [nature essence] from them.","icon":[28,6,"magixmod"],"cost":{"essenced seeds":300,"nature essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15,"wand":10},"req":{"lightlily & Naturdaisy":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":14,"nature essence":1,"mana":7},"effects":[{"type":"gather","context":"gather","what":{"nature essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":132},{"name":"farm of lightlilies","displayName":"Farm of lightlilies","desc":"A lightlily can have petals with a mysterious lightning shape. People are cautious because the flowers get electrified sometimes. 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Due to its capacity, it is a far more limited type of [housing]! Inside of this [Hardened house], people feel quite safe and will probably never even think about moving away.","icon":[4,21,"magixmod"],"cost":{"basic building materials":1200,"glass":5},"type":"unit","use":{"land of the Paradise":1},"req":{"paradise housing":true},"category":"paradiseunit","limitPer":{"land":35,"population":400},"upkeep":{},"effects":[{"type":"provide","what":{"housing":16}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":137},{"name":"musician","displayName":"Musician","desc":"@generates [culture] and [happiness] every day<>[musician]s gather the tribe together during twilight to sing and play songs that people know to entertain them, providing significant [happiness] and [culture]! //(Their favorite note is C#. Maybe it means something?)","icon":[28,18,"magixmod"],"cost":{"basic building materials":10},"type":"unit","use":{"worker":1},"req":{"music instruments":true},"category":"cultural","limitPer":{"population":400},"upkeep":{"food":0.1},"effects":[{"type":"gather","what":{"happiness":0.28}},{"type":"gather","what":{"happiness":0.28},"req":{"music instruments II":true}},{"type":"gather","what":{"culture":0.125}},{"type":"gather","what":{"culture II":0.000004},"req":{"cultural people":true}},{"type":"mult","value":0.9,"req":{"se12":"on"}},{"type":"mult","value":2,"req":{"se03":"on"}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":138},{"name":"fishers & hunters camp","displayName":"Fishers & hunters camp","desc":"@An camp where [hunter]s and [fisher]s train at. //There, they learn to be better at their job. //One [fishers & hunters camp] can associate up to 800 [worker]s divided into 400 [hunter]s and 400 [fisher]s! //[hunter]s that work at this camp also have a very low chance to be the victim of an accident. //It may be more expensive, but it can gather you a lot of delectable [food].","icon":[5,23,"magixmod"],"wideIcon":[3,23,"magixmod"],"cost":{"basic building materials":4850,"food":2500,"paper":3000,"thread":500},"type":"unit","use":{"worker":450,"land":44,"armor set":200,"fishing net":200,"metal weapons":200,"stone weapons":100,"crossbow":200,"arrow":30,"bow":200},"req":{"hunters & fishers unification":true},"category":"production","limitPer":{"population":40000,"land":2500},"upkeep":{"food":75,"fire pit":2,"bugs":3},"effects":[{"type":"function"},{"type":"gather","context":"fish","what":{"seafood":1200}},{"type":"gather","context":"hunt","amount":1400,"max":2000},{"type":"gather","context":"hunt","amount":490,"max":700,"req":{"se04":"on"}},{"type":"gather","context":"fish","what":{"seafood":400},"req":{"se05":"on"}},{"type":"gather","context":"fish","what":{"ink":2},"req":{"ink-fishing":true}},{"type":"convert","from":{"adult":2},"into":{"wounded":2},"every":7,"chance":0.008695652173913044},{"type":"mult","value":1.35,"req":{"se05":true}},{"type":"mult","value":1.35,"req":{"harvest rituals":"on"}},{"type":"convert","from":{"meat":4,"seafood":3},"into":{"cooked meat":4,"seafood":3},"every":2,"req":{"camp-cooking":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":139},{"name":"dark wormhole","displayName":"Dark wormhole","desc":"A wormhole built in the depths of the Underworld where darkness is everywhere. [dark wormhole,Wormholes] provide 24M [burial spot]s but will require some upkeep. This may get new abilities later on...","icon":[13,22,"magixmod"],"cost":{"gem block":4,"precious building materials":5000},"type":"unit","use":{"land of the Underworld":10,"worker":3},"req":{"burial wormhole 2/2":true},"category":"underworld","limitPer":{"land":3000,"population":50000},"upkeep":{"combat potion pot":6,"dark essence":80,"mana":50},"effects":[{"type":"provide","what":{"burial spot":24000000}},{"type":"provide","what":{"corpsedecaypoint":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":140},{"name":"plain island portal","displayName":"Plain Island Portal","desc":"@opens a portal to a huge Plain Island. It is a creation made of ideas from various dreams and wizards.//Your dream comes real! You will recieve some [land of the Plain Island] upon activation of the portal. Upon completion, you will be able to rename this island.","wonder":".","icon":[29,29,"magixmod"],"wideIcon":[28,29,"magixmod"],"cost":{"marble":100,"gems":10},"costPerStep":{"marble":250,"basic building materials":50,"mana":3500},"steps":100,"type":"portal","finalStepCost":{"population":100,"magic essences":1000,"plain island tablet":-1,"land of the Plain Island":-22000},"use":{"land":10},"req":{"first portal to new world":true,"belief in portals":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":141},{"name":"paradise portal","displayName":"Portal to the Paradise","desc":"Opens a portal to a huge God's Paradise: a troublesome project, guided by God's worship!//A dream of Paradise, angels, and much more comes real! You will also get +21.5k [land of the Paradise] that you can use!","wonder":".","icon":[32,29,"magixmod"],"wideIcon":[31,29,"magixmod"],"cost":{"precious building materials":3500,"insight":50,"faith":150,"fire essence":450,"water essence":475,"dark essence":375,"wind essence":2750,"lightning essence":377,"nature essence":10075,"precious metal ingot":1000,"deitytemplePoint":400},"costPerStep":{"marble":1700,"gem block":15,"gems":8,"various cut stones":2500},"steps":100,"type":"portal","finalStepCost":{"population":1000,"magic essences":100000,"faith":175,"paradise tablet":-1,"land of the Paradise":-21500},"use":{"land":10},"req":{"2nd portal sky":true,"belief in portals":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":142},{"name":"underworld","displayName":"Underworld","desc":"Now you may enter the Underworld! A new creepy, unstable, and dangerous world will become open for you!//fun","icon":[9,5,"magixmod"],"wideIcon":[7,5,"magixmod"],"cost":{"precious building materials":35000,"insight":1500,"faith":250,"fire essence":95000,"water essence":47500,"dark essence":157500,"wind essence":27500,"lightning essence":37750,"nature essence":10750},"type":"unit","use":{"land":1},"req":{"a feeling from the Underworld":true,"third passage to new world":true},"category":"dimensions","limitPer":{"land":1000000000},"upkeep":{},"effects":[{"type":"provide","what":{"underworld tablet":1}},{"type":"provide","what":{"land of the Underworld":150}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":143},{"name":"temple of deities","displayName":"Temple of Deities","desc":"A mystical monument dedicated to angels, archangels, Seraphins, and many other deities.//A temple housing a tomb deep under its rocky platform, where the Temple's relics lie and there is last bastion of your religion if it will start fall. @The tower it does have is towers above the world's clouds, and despite the fact there is cold on top, some brave people may come up to prey its god, or listen to heavenly symphonies and hums.","wonder":"heavenly","icon":[1,11,"magixmod"],"wideIcon":[0,11,"magixmod"],"cost":{"basic building materials":35000,"gem block":10},"costPerStep":{"basic building materials":2500,"precious building materials":1250,"gem block":2,"concrete":25,"deitytemplePoint":-1},"steps":300,"type":"stepByStep","messageOnStart":"You begin the construction of the Temple. Its highest tower is a pass between land of people and sky of angels. No one may go on top unless it is coated. This temple will be last bastion of religion and a storage of relics. Your people with full of hope are building this mass, full of glory wonder.","finalStepCost":{"population":1000,"precious building materials":25000,"faith":100,"influence":75,"basic building materials":3000,"deitytemplePoint":-100},"finalStepDesc":"To complete the giant Temple, some of your [population,people] are needed to finish the Temple. They must be sacrificed to accompany you as servants and Angels of the Afterlife, combined with some other resources. Are you ready?","use":{"land":50},"req":{"monument-building II":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":144},{"name":"the cemetarium","displayName":"The Cemetarium","desc":"@leads to Deadly, revenantic<>A big cemetary full of hostility and where [revenants] live with a second life.//A realm is around it, providing a burial for [wild corpse]s. Even if most souls are dark, some light souls also live here. For each step that you perform for the building, you will get 6,000 [burial spot]s! Let these corpses go into their rightenous home please!","wonder":"deadly, revenantic","icon":[1,16,"magixmod"],"wideIcon":[0,16,"magixmod"],"cost":{"basic building materials":1000,"gem block":30},"costPerStep":{"basic building materials":2500,"archaic building materials":1500,"burial spot":-6000,"cemetarium construction point":-1},"steps":270,"type":"unit","messageOnStart":"You begin the construction of The Cemetarium. You think that wild corpses will go there to leave us alone. I want calmness, at any price. It is the right choice. I will make my soldiers take these living souls to here.","finalStepCost":{"corpse":100,"faith":100,"dark essence":25000,"cobalt ingot":1000,"burial spot":-15000},"finalStepDesc":"To complete this wonder in the hope of wild corpses leaving you alone for some time, you will need to pay a hefty price in order to finish it.","use":{"land":100},"req":{"monument-building II":true,"revenants":true,"dark wonder":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":145},{"name":"fortress of cultural legacy","displayName":"Fortress of Cultural Legacy","desc":"@leads to the Sacrificed for culture victory<>This is a fortress built out of [precious building materials] in the name of [storyteller,people of culture]! It is their home a place where they may give their creations for future generations. This wonder may empower your people's cultural ideas and increase [culture] gain by 20% if finished! This wonder is tied to [culture] and [inspiration] so they will be required during construction. <>Inside of the Fortress, people store the most important and most beautiful arts, statues, and sculptures of their people. That wonder makes the culture immune to perditions.//wonderFULL indeed","wonder":"sacrificed for culture","icon":[6,12,"magixmod"],"wideIcon":[9,17,"magixmod",5,12,"magixmod"],"cost":{"basic building materials":1500,"precious building materials":400,"inspiration":10},"costPerStep":{"basic building materials":2500,"precious building materials":500,"culture":400,"inspiration":1,"glass":1,"fortress construction point":-1},"steps":200,"type":"unit","messageOnStart":"You began the construction of Fortress of Cultural Legacy. This will make people come inside to watch the arts of the centuries. Unleash unbreakable cultural roots!","finalStepCost":{"inspiration":125,"population":2000,"precious building materials":4500,"statuette":250,"wooden statuette":150,"gem block":50,"culture":650},"finalStepDesc":"To complete the wonder and prevent culture and traditions from being perditioned...you need to perform that final step.","use":{"land":10,"worker":10,"metal tools":10},"req":{"monument-building":true,"cultural roots":true},"category":"cultural","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":146},{"name":"complex of dreamers","displayName":"Complex of Dreamers","desc":"@leads to the Insight-ly victory<>This fascinating complex is built at the bottom of a [Wizard Complex] to support [dreamer]s. This wonder will empower [insight] if the final step is finished! It requires plenty of [insight] and [wisdom] during construction. <>The core collects all ideas and dreams of all [dreamer]s, philosophers and others who use and spread knowledge.","wonder":"insight-ly","icon":[1,17,"magixmod"],"wideIcon":[0,17,"magixmod"],"cost":{"basic building materials":1000,"precious building materials":500,"wisdom":10},"costPerStep":{"basic building materials":2500,"precious building materials":500,"insight":800,"wisdom":2,"complex construction point":-1},"steps":200,"type":"unit","messageOnStart":"You began the construction of Complex of Dreamers. The complex looks like it's not from this world when night arrives.","finalStepCost":{"wisdom":200,"population":2500,"precious building materials":4500,"gem block":50,"insight":2500},"finalStepDesc":"To complete the wonder and make your whole civilization much smarter, you will need to perform a final step.","use":{"wizard":25,"worker":10,"metal tools":10},"req":{"monument-building":true,"roots of insight":true},"category":"discovery","limitPer":{},"upkeep":{"mana":15},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":147},{"name":"pagoda of democracy","displayName":"Pagoda of Democracy","desc":"@leads to the Democration victory<>The rather charming and nice-looking pagoda looms over a forest of cherry blossoms. In the name of justice and democration. It is more political thing so that's why you see it in political category. This wonder is like fertilizer for the roots of justice. This wonder is tied to [influence] and [authority] so they will be required during construction.","wonder":"democration","icon":[6,13,"magixmod"],"wideIcon":[5,13,"magixmod"],"cost":{"basic building materials":1000,"precious building materials":500},"costPerStep":{"basic building materials":2500,"precious building materials":500,"influence":60,"authority":0.25,"pagoda construction point":-1},"steps":200,"type":"unit","messageOnStart":"You began the construction of Pagoda of Democracy. Over the blossoms it looks like the most beautiful place you have ever seen. Some people say that the Pagoda is even taller than the Mausoleum!","finalStepCost":{"authority":25,"population":2000,"precious building materials":4500,"gem block":50},"finalStepDesc":"To complete the wonder and make justice and democration last even longer, you need to do the final step.","use":{"land":10,"worker":10,"metal tools":10},"req":{"monument-building":true,"political roots":true},"category":"political","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":148},{"name":"New world","displayName":"A brand-new world","desc":"Step-by-step digging will lead people to a new and rather strange world. Unfortunately, it won't be as safe as you thought it would be. After finishing this step of activation, you need to ascend by it.","wonder":"in the underworld","icon":[8,5,"magixmod"],"wideIcon":[6,19,"magixmod",7,5,"magixmod"],"cost":{"basic building materials":1500},"costPerStep":{"dark essence":150,"basic building materials":150,"gem block":1,"population":3,"mana":3000,"new world point":-1},"steps":1111,"type":"unit","messageOnStart":"Your people started digging down right into the core of the mortal world. The deeper they mine, the warmer it is there. What could possibly be inside this weird world?","finalStepCost":{"population":2000,"gem block":500,"gold block":50,"new world point":-389},"finalStepDesc":"To complete the final step of activating the passage to the Underworld, you need to ascend first.","use":{"land":1,"worker":40,"metal tools":40,"armor set":40,"metal weapons":5},"req":{"a feeling from the Underworld":false,"third passage to new world":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":149},{"name":"fortress of magicians","displayName":"Fortress of magicians","desc":"@leads to Magical victory //A wonder that represents the wisdom and power of your [wizard]s and their [magic essences,Magic]. //Built at a tall mountain and filled with magic, it is absolutely full with magical properties!","wonder":"magical","icon":[10,22,"magixmod"],"wideIcon":[9,22,"magixmod"],"cost":{"basic building materials":1500},"costPerStep":{"mana":25000,"precious building materials":120,"basic building materials":1000,"concrete":5,"strong metal ingot":80},"steps":200,"type":"stepByStep","messageOnStart":"Your people who worship magic and believe in the power of the essences started building a wonder that will be related to that.
    Will magic award your and your people's hard work?","finalStepCost":{"population":5000,"fire essence":50000,"lightning essence":50000,"dark essence":50000,"wind essence":50000,"nature essence":50000,"water essence":50000,"holy essence":50000},"finalStepDesc":"To complete this giant wonder, 50k [fire essence,Fire], [water essence,Water], [nature essence,Nature], [dark essence,Dark], [lightning essence,Lightning], [wind essence,Wind], and [holy essence,Holy] essence must be sacrificed along with some of your [population] in order to make [magic essences,Magic] continue to be cultivated.","use":{"land":15},"req":{"magic adept":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":150},{"name":"artisan of new year","displayName":"Artisan of the New Year","desc":"This guy can craft New Year fireworks as a celebration, and will consume [paper] and [thread] to finish it up.","icon":[19,0,"seasonal"],"cost":{},"type":"unit","use":{"worker":1},"req":{"culture of celebration":true,"firework crafting":true,"tribalism":false},"category":"seasonal","limitPer":{},"upkeep":{"thread":0.3,"paper":0.3},"effects":[{"type":"gather","what":{"blue firework":0.75},"every":3},{"type":"gather","what":{"orange firework":0.75},"every":3},{"type":"gather","what":{"firecracker":1},"every":3},{"type":"gather","what":{"dark blue firework":0.5},"every":6,"req":{"dark essenced fireworks":true}},{"type":"gather","what":{"dark orange firework":0.5},"every":6,"req":{"dark essenced fireworks":true}},{"type":"mult","value":1.1,"req":{"ground tools":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":151},{"name":"firework launcher","displayName":"Firework launcher","desc":"Here, fireworks are launched right up into the sky. This generates quite a bit of [happiness] for every batch of fireworks launched up into the sky.","icon":[18,0,"seasonal"],"cost":{"food":10},"type":"unit","use":{"worker":1,"land":1},"req":{"culture of celebration":true,"firework launching":true,"tribalism":false},"category":"seasonal","limitPer":{},"upkeep":{},"effects":[{"type":"convert","from":{"orange firework":1},"into":{"happiness":75},"every":2,"context":"launching"},{"type":"convert","from":{"blue firework":1},"into":{"happiness":75},"every":2,"context":"launching"},{"type":"convert","from":{"dark blue firework":1},"into":{"happiness":75},"every":2,"context":"launching"},{"type":"convert","from":{"dark orange firework":1},"into":{"happiness":75},"every":2,"context":"launching"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":152},{"name":"heavy warehouse","displayName":"Heavy warehouse","desc":"@provides 9,000 [material storage]<>A large and very hard-to-destroy building for storing materials. Staffed with six guards and one leader to prevent theft or evil forces from appear near the warehouse.//storage9000","icon":[30,12,"magixmod"],"cost":{"basic building materials":1500,"cobalt ingot":1000,"precious building materials":100},"type":"unit","use":{"land of the Underworld":5},"req":{"Storage at the bottom of the world":true},"category":"underworld","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"added material storage":9000}},{"type":"provide","what":{"added material storage":3150},"req":{"well stored":true}},{"type":"provide","what":{"added material storage":4950},"req":{"well stored 2":true}},{"type":"waste","chance":1e-8}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":153},{"name":"temple of the Paradise","displayName":"Temple of the Paradise","desc":"@leads to the Victory next to the God. //A big, precious temple which is the homeland of Seraphins and the God. It is a temple that is supported by a gigantic [cloud] fused together. It glows with [ambrosium shard,Ambrosium]!","wonder":"next to the God","icon":[9,25,"magixmod"],"wideIcon":[8,25,"magixmod"],"cost":{"basic building materials":100000,"precious building materials":5000,"gold block":100,"platinum block":10,"cloud":40000,"ambrosium shard":10000},"costPerStep":{"basic building materials":1000,"precious building materials":500,"gold block":10,"platinum block":1,"cloud":4444,"faith II":1,"ambrosium shard":1000,"godTemplePoint":-1},"steps":400,"type":"unit","messageOnStart":"The construction of the Temple of The Paradise has begun. You are full of hope that it will someday make God appear next to you and show his true good-natured face.","finalStepCost":{"wisdom":125,"population":25000,"precious building materials":24500,"gem block":500,"insight":1000,"ambrosium shard":10000,"holy essence":225000,"faith II":15,"faith":725,"spirituality":25,"godTemplePoint":-100},"finalStepDesc":"To complete the wonder and be even closer to the God, you must perform this final step, needing 25k [population,people] to be sacrificed...and many other ingredients.","use":{"land of the Paradise":30},"req":{"monument-building III":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":154},{"name":"paradise shelter","displayName":"Paradise shelter","desc":"@provides 4 [housing] @You get +1 [housing] for every 4 [paradise shelter,Shelters] so that people can socialize a little more. Seems like God doesn't mind too much.","icon":[13,27,"magixmod"],"cost":{"archaic building materials":100,"cut stone":150,"lumber":25,"clay":100,"herb":2500},"type":"unit","use":{"land of the Paradise":1},"req":{"paradise shelters":true},"category":"paradiseunit","limitPer":{"land":11,"population":400},"upkeep":{},"effects":[{"type":"provide","what":{"housing":4.25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":155},{"name":"pagoda of passing time","displayName":"Pagoda of passing time","desc":"@Leads to the completion of the Patience trial. //A monument of time. A wonder for Chra-nos the Seraphin of Time; the Pagoda has a huge clock that is the Seraphin's symbol. <>Patience is key...but waiting right there...is deadly...each year weakens me...and I hope this year is the last one.
    Patience is a poison...
    a...deadly poison!
    ","wonder":"patience","icon":[4,26,"magixmod"],"wideIcon":[3,26,"magixmod"],"cost":{"basic building materials":225},"costPerStep":{"precious building materials":20,"gems":20,"basic building materials":200},"steps":90,"type":"unit","messageOnStart":"You started to build wonder for Chra-nos.
    This pagoda will have a huge clock which is the symbol of the Seraphin. Stars on night sky as you noticed mostly often make a shape of clock.
    It is taller than anything around and also its shadow brings reflexions about passing time to your people.","finalStepCost":{"population":200,"gem block":10},"finalStepDesc":"To perform the final step, 200 [population,people] and 10 [gem block]s must be sacrificed in order to escape this plane of deadly time and award you with [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t1":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":156},{"name":"the outstander","displayName":"The Outstander","desc":"Strangely, [the outstander] has a lot of knowledge and is very smart. Who knows if he is some sort of erudite? Likely not. People call Outstanders like this one Guru's children.<>Each outstander provides 5 [wisdom II] (1 extra for every 4 [the outstander,Outstanders] obtained) and 1 [education] each.","icon":[12,28,"magixmod"],"cost":{},"type":"unit","use":{"worker":1},"req":{"outstanding wisdom":true},"category":"discovery","limitPer":{"population":38000},"upkeep":{},"effects":[{"type":"provide","what":{"wisdom II":5.25,"education":1}},{"type":"provide","what":{"inspiration II":2},"req":{"eota":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":157},{"name":"statue of Madness","displayName":"Statue of Madness","desc":"@Leads to the completion of the Unhappy trial. //A monument of anger and wrath. A wonder for Bersaria the Seraphin of Madness. Tall statue with a mad face and some bonfires. <>It is insane...INSANE!!!","wonder":"unhappy","icon":[7,26,"magixmod"],"wideIcon":[6,26,"magixmod"],"cost":{"basic building materials":250,"gold block":10},"costPerStep":{"gold block":15,"blood":2.4,"basic building materials":100,"gem block":1},"steps":100,"type":"unit","messageOnStart":"You started to build a wonder for Bersaria.
    This statue will have an angry face at the top. The terrain is covered by some sort of fog. But you do it to stop the Madness and come back to your normal plane. Let the statue be built!","finalStepCost":{"population":50.1,"gem block":5,"blood":75},"finalStepDesc":"To perform the final step, 2500.1[population,People], 5 [gem block]s, and 1000[blood] must be sacrificed in order to escape this plane of Wrath and Madness and award you with [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t2":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":158},{"name":"pagoda of culture","displayName":"Pagoda of culture","desc":"@Leads to the completion of the Cultural trial. //A wonder full of cultural sparks for Tu-ria the Seraphin of Inspiration. Place that is beloved by various people of culture. <>Without culture, your tribe would not even exist...would it?","wonder":"cultural","icon":[19,26,"magixmod"],"wideIcon":[18,26,"magixmod"],"cost":{"basic building materials":250,"gold block":10},"costPerStep":{"gold block":5,"mana":25,"basic building materials":100},"steps":125,"type":"unit","messageOnStart":"You started to build the wonder for Tu-ria.
    People start to bring all the artifacts right to the Pagoda. You are full of hope that it will be enough to make Tu-ria support you even more.","finalStepCost":{"population":175,"gem block":25,"culture":25},"finalStepDesc":"175 [population,people], 25 [mana] and some extra materials will be needed to perform final step and let you ascend for some [victory point]s from this trial.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t3":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":159},{"name":"hartar's statue","displayName":"Hartar's statue","desc":"@Leads to the completion of the Hunted trial. //This statue is fully related to patron of this plane: Hartar.<>Fresh meat might be healthy enough...","wonder":"hunted","icon":[25,26,"magixmod"],"wideIcon":[24,26,"magixmod"],"cost":{"basic building materials":250,"gold block":10},"costPerStep":{"gold block":15,"mana":25,"basic building materials":100,"cooked meat":25,"meat":25,"cured meat":25},"steps":100,"type":"unit","messageOnStart":"You started to build a statue for Hartar.
    This statue will have Hartar's big statuette at its top. You eat some meat and stare with a hopeful smile, hoping you can complete it.","finalStepCost":{"population":100,"gem block":5,"blood":25},"finalStepDesc":"To perform the final step, 25 [blood], 100 [population,people] must be sacrificed in order to escape this plane of meat fanatics and award you with [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t4":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":160},{"name":"hartar's servant","displayName":"Hartar's servant","desc":"@hunts wild animals for [meat], [bone]s, and [hide]s @cannot be wounded and may replace a [gatherer]","icon":[7,29,"magixmod"],"cost":{},"type":"unit","use":{"worker":1},"req":{"t4":true},"category":"production","limitPer":{"population":3},"upkeep":{"blood":0.01},"effects":[{"type":"gather","context":"hunt","amount":1,"max":5,"req":{"t4":true}},{"type":"gather","what":{"water":1.5}},{"type":"gather","what":{"stick":0.5}},{"type":"gather","what":{"stone":0.5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":161},{"name":"platinum fish statue","displayName":"Platinum fish statue","desc":"@Leads to the completion of the Unfishy trial. //A statue made from [cut stone] and decorated with [seafood,Fish].<>The more you finish this statue, the worse the drought will get...can you conquer the challenge?","wonder":"unfishy","icon":[22,26,"magixmod"],"wideIcon":[21,26,"magixmod"],"cost":{"basic building materials":250,"cut stone":100},"costPerStep":{"platinum block":3,"seafood":250,"gems":6,"water":20,"cut stone":50,"marble":10},"steps":200,"type":"unit","messageOnStart":"You started to build the pyramid for the Fishyar statue.
    This statue will have fish and various decorations at the top. However, the more steps you build, the worse the drought will get!","finalStepCost":{"population":400,"gem block":5,"platinum block":50,"cooked seafood":5000,"cured seafood":5000},"finalStepDesc":"To perform the final step, 400 [population,people] and a few other materials, must be sacrificed in order to leave the plane of seafood haters and award you with [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t5":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":162},{"name":"tomb of oceans","displayName":"Tomb of oceans","desc":"@Leads to the completion of the Ocean trial. //A ruined tomb with the statue of Posi'zul is surrounded by [deep ocean] and filled with [golden fish] (these can be made from [block-smith workshop]s after getting [smelting]).<>The oceans have no equal. No law rules them. No human law can affect the Ocean!","wonder":"ocean","icon":[2,25,"magixmod"],"wideIcon":[1,25,"magixmod"],"cost":{"gold block":100,"precious metal ingot":5,"golden fish":100},"costPerStep":{"gold block":1,"gem block":10,"precious metal ingot":25,"strong metal ingot":10,"basic building materials":75,"golden fish":25},"steps":50,"type":"unit","messageOnStart":"You and your people started to build the Tomb of oceans.
    In the middle of the Deep Ocean, as some people say, the wonder for Posi'zul will eternally stand.","finalStepCost":{"population":250,"golden fish":1000,"water":10000},"finalStepDesc":"To perform the final step, 250 [population,people] (and a few other things) must be sacrificed in order to leave this world of endless [deep ocean,Water] and award you [victory point]s.","use":{"deep ocean":15,"worker":5,"metal tools":5},"req":{"t6":true,"trial":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":163},{"name":"the Herboleum","displayName":"The Herboleum","desc":"@Leads to the completion of the Herbalism trial. //A sizable monument surrounded by various herbs and berries. The Herboleum can attract Herbalia and let you finish this trial.<>Herbs might taste bad, but are edible, at least. This wonder is, well...for the most acknowledged Herbalist in the Universe:
    Herbalia
    ","wonder":"herbalism","icon":[13,26,"magixmod"],"wideIcon":[12,26,"magixmod"],"cost":{"basic building materials":250,"herb":600,"fruit":500,"vegetable":400},"costPerStep":{"precious metal ingot":20,"precious building materials":50,"herb essence":10},"steps":100,"type":"unit","messageOnStart":"You and your people started to build The Herboleum.
    Around the dense forest of herbs, bushes, and occasionally small ponds, the mostly natural wonder turns out to be slightly taller than the other human-made buildings nearby.","finalStepCost":{"population":999,"gem block":5,"herb":10000,"fruit":200,"vegetable":200},"finalStepDesc":"To perform the final step, 999 [population,people] and some goods must be sacrificed to finish this \\"healthy\\" trial and award [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t7":true,"trial":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":164},{"name":"temple of the Dead","displayName":"Temple of the Dead","desc":"@Leads to the completion of the Buried trial. //A very dark temple built in dead and hostile terrain. Many [grave]s are nearby, which attracts Buri'o dak.<>Why is everyone afraid of death? Just face it.","wonder":"buried","icon":[1,26,"magixmod"],"wideIcon":[0,26,"magixmod"],"cost":{"basic building materials":250,"bone":200,"corpse":20},"costPerStep":{"basic building materials":25,"corpse":2,"precious building materials":1.5,"bone":3,"dark essence":2},"steps":999,"type":"unit","messageOnStart":"Your people have started building the Temple of the Dead. You do not know why, but it goes slightly slower than normal. But its shadow manages to spread fear all around!","finalStepCost":{"corpse":50,"dark essence":500},"finalStepDesc":"To perform the final step, some [corpse,Dead bodies] and [dark essence] must be sacrificed to escape this terrible place once and for all and award 10 [victory point]s.","use":{"burial spot":50,"land":10,"worker":5,"metal tools":5},"req":{"t8":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":165},{"name":"faithsoleum","displayName":"Faithsoleum","desc":"@Leads to the completion of the Faithful trial. //The Faithsoleum is full of light and sparks of religion as far as the human eye can see. Its eye is the symbol of An Enlightened Seraphin of Faith!<>Worship to victory...","wonder":"faithful","icon":[1,27,"magixmod"],"wideIcon":[0,27,"magixmod"],"cost":{"basic building materials":1000,"gold block":10,"corpse":20},"costPerStep":{"basic building materials":400,"precious metal ingot":5,"gems":2,"precious building materials":150,"faith":5},"steps":50,"type":"unit","messageOnStart":"Your people have started building the Faithsoleum. People would rather build this wonder with fewer steps, as they have become inspired by their one God. Your people say: Worship leads to victory! Religion is a key.","finalStepCost":{"population":250,"spirituality":35,"faith":35},"finalStepDesc":"To perform the final step, 250 [population,people] must be sacrificed to escape this pious plane and award [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t11":true,"trial":true,"language":true,"wizard towers":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":166},{"name":"temple of the Stone","displayName":"Temple of the Stone","desc":"@Leads to the completion of the Underground trial. //A weird temple built out of rocks that can be found on surface.<>How you feel without mining? How is it?","wonder":"Underground","icon":[16,26,"magixmod"],"wideIcon":[15,26,"magixmod"],"cost":{"basic building materials":1000,"soft metal ingot":200},"costPerStep":{"basic building materials":400,"soft metal ingot":100,"stone":1000},"steps":100,"type":"unit","messageOnStart":"Your people have started building the Temple of the Stone. (No words for that.)","finalStepCost":{"population":250},"finalStepDesc":"To perform the final step, 250 [population,people] must be sacrificed to finish this trial and award [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"language":true,"tribalism":false},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":167},{"name":"Mausoleum of richness","displayName":"Mausoleum of richness","desc":"@Leads to the completion of the Pocket trial. //It is a gleaming monument of richness. The prestige of it spreads all around.<>Richness can do a lot...good and bad.","wonder":"Pocket","icon":[10,26,"magixmod"],"wideIcon":[9,26,"magixmod"],"cost":{"basic building materials":1000,"precious metal ingot":20},"costPerStep":{"basic building materials":400,"precious metal ingot":5},"steps":115,"type":"unit","messageOnStart":"Your people have started building the Mausoleum of Richness. 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Who knows what will they discover? Maybe they will build the first computer or...time machine...Nobody knows.","wonder":".","icon":[13,29,"magixmod"],"wideIcon":[12,29,"magixmod"],"cost":{"basic building materials":1000,"precious building materials":400,"magic essences":300,"mana":400,"science":20},"costPerStep":{"basic building materials":400,"precious metal ingot":50,"insight II":160,"science":5,"gems":100,"mana":10000,"university point":-1},"steps":200,"type":"tiered","messageOnStart":"The construction of a science-focused university has been started. It is the complex of education where each knowledge can be deepened. You are proud of that.","finalStepCost":{"population":1000,"insight II":100,"wisdom":250,"science":50,"wisdom II":-25,"education":-25,"university point":-100},"finalStepDesc":"To finish this stage of the [university of science,University], you need to sacrifice some resources. To unlock the next stage, remember that you will need to gain more [victory point]s! 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Once they decay, they turn into [christmas essence]. They can be used to build a very special wonder and bring some joy to your people.","icon":[5,11,"seasonal"],"cost":{},"type":"unit","use":{"worker":1},"req":{"festive artisanistry":true,"tribalism":false},"category":"seasonal","modes":{"off":{"name":"Off","desc":"The unit will not produce anything.","icon":[1,0],"id":"off","num":0,"use":{}},"ornaments":{"name":"Craft ornaments","icon":[57,0,"magix2"],"desc":"Craft 1 [christmas ornament] from [thread]s, [dyes] and a part of a [log].","use":{"worker":1,"stone tools":1},"id":"ornaments","num":1},"lights":{"name":"Craft lights","icon":[6,11,"seasonal"],"desc":"Craft 1 [festive light] from [thread]s, [tin ore], a small amount of [glass], and [magic essences].","use":{"worker":1,"stone tools":1},"req":{"festive lights":true},"id":"lights","num":2}},"gizmos":true,"limitPer":{},"upkeep":{},"effects":[{"type":"convert","from":{"thread":4,"dyes":2,"log":0.2},"into":{"christmas ornament":1},"every":6,"mode":"ornaments"},{"type":"convert","from":{"thread":9,"tin ore":2,"glass":0.2,"magic essences":3},"into":{"festive light":1},"every":6,"mode":"lights"},{"type":"mult","value":1.1,"req":{"ground tools":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":187},{"name":"lodge of Christmas","displayName":"Lodge of Christmas","desc":"@this lodge can turn normal [child,children] into [child of Christmas,children of Christmas]. At least, that is supposed to happen. Currently completely useless due to protesting.//totally not because dev is to lazy to implement","icon":[14,11,"seasonal"],"cost":{"archaic building materials":50,"basic building materials":30},"type":"unit","use":{"land":1,"worker":3},"req":{"the christmas":true,"tribalism":false},"category":"seasonal","modes":{"off":{"name":"Off","desc":"The unit will not produce anything.","icon":[1,0],"id":"off","num":0,"use":{}}},"gizmos":true,"limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":188},{"name":"fortress of love","displayName":"Fortress of love","desc":"Constucted in Paradise as a gigantic [fortress of love]. Settled into special region separated as much as possible from other isles gives even more uniqueness. Vibrant. //Only allowed there are: love, respect, good mood, empathy. //That is why not everyone is supposed to arrive there. Only the most kind people and souls will live there. //Happy valentines! @The final step will require 2 full [love] levels.","wonder":".","icon":[0,16,"seasonal"],"threexthreeIcon":[0,11,"seasonal"],"cost":{"basic building materials":3000,"gems":3000},"costPerStep":{"marble":4000,"metal tools":100,"metal weapons":100,"armor set":100,"basic building materials":1000,"stone":3000,"clay":2500,"cloud":1000,"magic essences":15000,"gems":100,"gem block":25,"mana":20000},"steps":999,"type":"stepByStep","finalStepCost":{"love":2},"use":{"worker":15,"metal tools":400,"metal weapons":200,"armor set":200},"req":{"lovely monument":true,"tribalism":false},"category":"seasonal","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":189},{"name":"villa of victory","displayName":"Villa of victory","desc":"@The more [victory point]s you get, the more housing this will provide. The amount of [housing] starts from 100. However, you get 8 more bonus [housing] for every [victory point] obtained! Villas cannot waste; however, these are very limited. At the moment, each one provides 100 [housing] for your people.","icon":[1,31,"magixmod"],"wideIcon":[1,31,"magixmod"],"cost":{"basic building materials":1000,"precious building materials":300},"type":"unit","use":{"land":40},"req":{"villas of victory":true},"category":"civil","limitPer":{"land":1000,"population":11000},"upkeep":{},"effects":[{"type":"provide","what":{"housing":100}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":190},{"name":"spirit summoner","displayName":"Spirit summoner","desc":"@during Halloween summons spirits, souls of dead [population,people], gaining [spookiness]. @can summon spirits and souls, gaining [spookiness] and [halloween essence]. @later he will be able to summon demons.","icon":[4,9,"seasonal"],"cost":{},"type":"unit","use":{},"req":{"tribalism":false,"spirit-summoning":true},"category":"seasonal","modes":{"off":{"name":"Off","desc":"The unit will not produce anything.","icon":[1,0],"id":"off","num":0,"use":{}},"spirits":{"name":"Summon spirits","icon":[32,16,"magixmod"],"desc":"[spirit summoner,Summoner]s will try to summon old spirits and ghosts of dead people. Safe way to generate small amount of [spookiness] and occasionally [halloween essence].","use":{"worker":10,"knapped tools":4,"stone tools":1},"id":"spirits","num":1},"demons":{"name":"Summon demons","icon":[8,9,"seasonal"],"desc":"[spirit summoner,Summoner]s will try to summon old spirits and ghosts of dead people. Not so safe to generate some [spookiness], but needs [halloween essence] to work.","use":{"worker":2,"knapped tools":4,"stone tools":1},"req":{"demon-summoning":true},"id":"demons","num":2},"vampire":{"name":"Summon vampire spirits","icon":[9,9,"seasonal"],"desc":"[spirit summoner,Summoner]s will try to summon bloodthirsty vampires, which is an easy way to generate a lot of [spookiness], but one that requires [halloween essence].//Note: If the ritual fails, it will cause people to be injured or even die, meaning your [happiness] level will be harmed.","use":{"worker":2,"knapped tools":4,"stone tools":1,"metal weapons":3},"req":{"vampirism":true},"id":"vampire","num":3},"halloween":{"name":"Summon halloween spirits","icon":[10,9,"seasonal"],"desc":"[spirit summoner,Summoner]s will try to summon ancient Halloween spirits and their ghosts. Generates a small amount of [spookiness], but you can earn some [halloween essence] from their kindness.","use":{"worker":15,"knapped tools":4,"stone tools":1},"req":{"halloween-spirits":true},"id":"halloween","num":4}},"gizmos":true,"limitPer":{"population":30},"upkeep":{"food":0.3},"effects":[{"type":"gather","what":{"spookiness xp":0.75},"mode":"spirits","chance":0.8},{"type":"gather","what":{"halloween essence":0.5},"mode":"spirits","chance":0.1},{"type":"convert","from":{"halloween essence":3,"dark essence":3,"magic essences":1},"into":{"spookiness xp":5},"every":6,"mode":"demons","chance":0.42857142857142855},{"type":"convert","from":{"halloween essence":7,"dark essence":4,"magic essences":2},"into":{"spookiness xp":10},"every":6,"mode":"vampire","chance":0.42857142857142855},{"type":"gather","what":{"halloween essence":1},"mode":"halloween","chance":0.2},{"type":"gather","what":{"spookiness xp":0.5},"mode":"halloween","chance":0.8},{"type":"function","chance":0.010526315789473684,"mode":"vampire"},{"type":"mult","value":0},{"type":"mult","value":0}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":191},{"name":"halloween essence storage","displayName":"Halloween essence storage","desc":"This essence storage allows you to store 6,000 [halloween essence]. //It is a simple sphere of [glass] with a small essence faucet.","icon":[7,8,"seasonal"],"cost":{"basic building materials":200,"glass":400},"type":"unit","use":{"land":0.8},"req":{"\\"dark season\\"":true,"essence storages":true,"tribalism":false},"category":"seasonal","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"halloween essence limit":6000}},{"type":"waste","chance":0.0001,"req":{"construction III":false}},{"type":"waste","chance":0.00002,"req":{"construction III":true,"improved construction":false}},{"type":"waste","chance":0.000014000000000000001,"req":{"improved construction":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":192},{"name":"boat","displayName":"Boat","desc":"@[boat]s with crew members on board are able to explore the vast oceans (unlike [wanderer]s, [scout]s and [globetrotter]s). However, you also need 2 [worker]s who will take care of both the boat and themselves. You can obtain these [wanderer,exploration units] by using their respective modes.","icon":[3,28,"magixmod"],"cost":{"lumber":2000,"food":7500,"water":3000,"leather":90},"type":"unit","use":{"worker":2},"req":{"boat building":true},"category":"exploration","modes":{"off":{"name":"Off","desc":"The unit will not produce anything.","icon":[1,0],"id":"off","num":0,"use":{}},"discover":{"name":"Voyage deeply into the ocean","icon":[10,33,"magixmod"],"desc":"This [boat]'s crew will swim and use the boat to explore the supposedly endless oceans. Keep in mind that much can happen in the ocean, so this boat may sink down.","use":{"scoutW":12,"worker":10},"id":"discover","num":1},"explore":{"name":"Explore already discovered waters","icon":[9,33,"magixmod"],"desc":"This [boat]'s crew will deeply explore already discovered parts of the ocean. Keep in mind that much can happen in the ocean, so this boat may sink down.","use":{"wandererW":12,"worker":10},"id":"explore","num":2},"wind":{"name":"Voyage deeply and explore discovered waters","icon":[9,33,"magixmod",10,33,"magixmod"],"desc":"This [boat]'s crew will venture into the ocean and already discovered waters at the same time, and is twice as fast at both tasks. This mode requires [wind essence], however.","use":{"wandererW":6,"scoutW":6,"worker":10},"req":{"superior winds":true},"id":"wind","num":3}},"gizmos":true,"limitPer":{},"upkeep":{},"effects":[{"type":"exploreOcean","unexplored":0.07,"mode":"discover"},{"type":"exploreOcean","explored":0.07,"mode":"explore"},{"type":"exploreOcean","unexplored":0.14,"explored":0.14,"upkeep":["wind essence",2],"mode":"wind"},{"type":"function","chance":0.00851063829787234,"notMode":"off","req":{"at4":false}},{"type":"function","chance":0.006666666666666667,"notMode":"off","req":{"at4":true}},{"type":"mult","value":1.05,"req":{"at2":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":193},{"name":"archaeologist","displayName":"Archaeologist","desc":"@digs in the ground to find some [relic]s and also providing a good source essentials, as finding treasures won't just give you [insight]. Depending on what your [archaeologist]s found, you may even gain [culture], [faith], or [influence]! If a super rare [relic] is found, it will give more essentials.// When no more [relic]s are left, this unit will look for stuff left by previous generations (but this will provide much less [insight,Essentials]).","icon":[22,33,"magixmod"],"cost":{},"type":"unit","use":{"worker":1,"metal tools":2},"req":{"archaeology":true},"category":"discovery","limitPer":{"population":200},"upkeep":{"food":1,"water":1},"effects":[{"type":"gather","what":{"faith":0.75},"chance":0.008928571428571428},{"type":"gather","what":{"insight":0.75},"chance":0.01},{"type":"gather","what":{"culture":0.75},"chance":0.013333333333333334},{"type":"gather","what":{"influence":0.75},"chance":0.008928571428571428},{"type":"function","chance":0.0008333333333333334},{"type":"mult","value":0.2,"req":{"out of relics":true}},{"type":"mult","value":1.2,"req":{"better seeking":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":194},{"name":"stockpile on water","displayName":"Stockpile on water","desc":"@provides 400 [material storage] and 400 [food storage]<>A simple building set up on wooden platform supported by thin wooden pillars. A place where resources are stored.//Slows material decay and deters theft somewhat, but may itself decay over time.","icon":[2,0,"magixmod"],"cost":{"basic building materials":176,"log":24,"lumber":100},"type":"unit","use":{"wtr":2},"req":{"stockpiling":true,"water construction":true},"category":"storage","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"added material storage":400,"added food storage":400}},{"type":"provide","what":{"added material storage":100,"added food storage":100},"req":{"spell of capacity":true}},{"type":"provide","what":{"added material storage":175,"added food storage":175},"req":{"well stored":true}},{"type":"provide","what":{"added material storage":225,"added food storage":225},"req":{"well stored 2":true}},{"type":"waste","chance":0.0001,"req":{"construction III":false}},{"type":"waste","chance":0.00002,"req":{"construction III":true,"improved construction":false}},{"type":"waste","chance":0.000014,"req":{"improved construction":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":195},{"name":"ancestors portal","displayName":"Ancestors world portal","desc":"Opens a portal to a huge ancestors world. It was an arduous project shaped by your people's belief in ancestors.//A dream of Ancestors, discovery, and much more will come real! You will also get +21.5k [land of the Past] that you can use upon finishing this portal.","wonder":".","icon":[30,33,"magixmod"],"wideIcon":[26,33,"magixmod"],"cost":{"precious building materials":3500,"insight":50,"influence":150,"faith":50,"fire essence":350,"water essence":375,"dark essence":275,"wind essence":1750,"lightning essence":277,"nature essence":9575,"precious metal ingot":1000,"deitytemplePoint":400},"costPerStep":{"marble":1700,"gem block":15,"gems":8,"various cut stones":2500},"steps":100,"type":"portal","finalStepCost":{"population":1000,"magic essences":100000,"influence":175,"ancestors tablet":-1,"land of the Past":-21500},"use":{"land":10},"req":{"2nd portal past":true,"belief in portals":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":196},{"name":"wheat farmland","displayName":"Wheat farmland","desc":"@Specifically harvests [wheat]. This strangely charming farm not only produces [wheat] but also provides: 50 [housing] and 1,000 [food storage]. //[grain fertilizer] increases the efficiency.","icon":[4,9,"magixmod"],"cost":{"seeds":2000,"basic building materials":800},"type":"unit","use":{"worker":16,"land of the Past":50,"stone tools":12,"industry point":8},"req":{"glorious agriculture":true},"category":"ancestorsunit","limitPer":{"land":1000},"upkeep":{"water":14},"effects":[{"type":"gather","context":"gather","what":{"wheat":20}},{"type":"provide","what":{"housing":50,"food storage":1000}},{"type":"mult","value":1.17,"req":{"crafting & farm rituals":"on"}},{"type":"mult","value":1.1,"req":{"gt2":true}},{"type":"mult","value":1.25,"req":{"grain fertilizer":true,"wizard's grain fertilizer":false}},{"type":"mult","value":1.55,"req":{"wizard's grain fertilizer":true,"grain fertilizer":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":197},{"name":"vegetable farmland","displayName":"Vegetable farmland","desc":"@Specifically harvests [vegetable]s. This rather charming farm not only produces [vegetable]s, but also provides 50 [housing] and 1,000 [food storage].","icon":[5,9,"magixmod"],"cost":{"seeds":2000,"basic building materials":800},"type":"unit","use":{"worker":16,"land of the Past":50,"stone tools":12,"industry point":8},"req":{"glorious agriculture":true},"category":"ancestorsunit","limitPer":{"land":1000},"upkeep":{"water":14},"effects":[{"type":"gather","context":"gather","what":{"fruit":20}},{"type":"provide","what":{"housing":50,"food storage":1000}},{"type":"mult","value":2,"req":{"backshift at farms":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":198},{"name":"fruit farmland","displayName":"Fruit farmland","desc":"@Specifically harvests [fruit]s. This farm settled in the ancestors world not only produces [fruit], but also provides 50 [housing] and 1,000 [food storage]. //[next-to house fruitbushes] increase its efficiency.","icon":[6,9,"magixmod"],"cost":{"seeds":2000,"basic building materials":800},"type":"unit","use":{"worker":16,"land of the Past":50,"stone tools":12,"industry point":8},"req":{"glorious agriculture":true,"next-to house fruitbushes":true},"category":"ancestorsunit","limitPer":{"land":1000},"upkeep":{"water":20},"effects":[{"type":"gather","context":"gather","what":{"fruit":20}},{"type":"provide","what":{"housing":50,"food storage":1000}},{"type":"mult","value":2,"req":{"backshift at farms":true}},{"type":"mult","value":1.2,"req":{"next-to house fruitbushes":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":199},{"name":"mason","displayName":"Mason","desc":"@Crafts [brick]s using [clay] and [fire pit,Fuel] // This [mason] uses an old recipe to craft very durable [brick]s which you can use to build whatever you need to build.","icon":[3,1,"magixmod",8,9,"magixmod"],"cost":{"basic building materials":100},"type":"unit","use":{"worker":1,"land of the Past":1,"metal tools":1,"industry point":1},"req":{"ancestors world crafting":true},"category":"ancestorsunit","limitPer":{},"upkeep":{"fire pit":1},"effects":[{"type":"convert","from":{"clay":6},"into":{"brick":20},"every":6}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":200},{"name":"transcendentalist","displayName":"Transcendentalist","desc":"@[transcendentalist]s will be able to transmute [insight,Essentials], forming them into [science] @[science] will be used by much more complicated researches and technologies<>The methodology used is pretty arcane, but luckily it still works!","icon":[18,34,"magixmod"],"cost":{},"type":"unit","use":{"worker":1},"req":{"at3":true},"category":"discovery","limitPer":{"population":100000},"upkeep":{},"effects":[{"type":"convert","from":{"insight":1000},"into":{"science":1},"every":10,"chance":0.02,"req":{"essential transmutation II":false}},{"type":"convert","from":{"insight II":30},"into":{"science":1},"every":10,"chance":0.1,"req":{"essential transmutation II":true}},{"type":"mult","value":1.1,"req":{"bonus1":true}},{"type":"mult","value":1.11,"req":{"bonus2":true}},{"type":"mult","value":1.15,"req":{"bonus3":true}},{"type":"mult","value":1.2,"req":{"bonus4":true}},{"type":"mult","value":1.5,"req":{"bonus5":true}},{"type":"mult","value":2,"req":{"bonus6":true}},{"type":"mult","value":1.5,"req":{"science blessing":true}},{"type":"mult","value":1.5,"req":{"se12":"on"}},{"type":"mult","value":0.75,"req":{"se11":"on"}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":201},{"name":"prison","displayName":"Prison","desc":"@can be used to hold [prisoner]s who committed various crimes. @Some [prisoner]s can die in prison (such as due to old age or sickness). In addition, there is a chance that some will flee. @Further researching will unlock new [prison] options! @Use Policies tab to decide what [prison]s can do with their [prisoner]s. @One [prison] may store up to 500 [prisoner]s. @Having [prison]s will reduce the amount of [thief,Thieves] or other criminals in your civilization.","icon":[19,12,"magixmod"],"cost":{"basic building materials":1200,"armor set":10,"metal weapons":10},"type":"unit","use":{"worker":80,"land":9,"armor set":60,"metal weapons":60},"req":{"imprisonment II":true,"construction II":true},"category":"civil","limitPer":{"population":1000},"upkeep":{"water":10,"food":8},"effects":[{"type":"provide","what":{"prison space":500}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":202},{"name":"heat factory","displayName":"Heat factory","desc":"@This factory can process many resources, turning them into [heating capability,Heating power]. @production has a chance to fail","icon":[34,16,"magixmod"],"cost":{"basic building materials":775,"basic factory equipment":400},"type":"unit","use":{"worker":20,"land":1,"stone tools":32},"req":{"moderation":true,"factories II":true},"category":"crafting","modes":{"log":{"name":"Process logs","icon":[1,6],"desc":"Process 30 [log]s and 1 [lightning essence], turning them into 15 [fire pit]s each.","id":"log","num":0,"use":{}},"stick":{"name":"Process sticks","icon":[0,6],"desc":"Process 400 [stick]s and 1 [lightning essence], turning them into 15 [fire pit]s each.","id":"stick","num":1,"use":{}},"essence":{"name":"Process essences","icon":[0,2,"magixmod"],"desc":"Process 25 [fire essence] and 5 [lightning essence], turning them into 20 [fire pit]s each.","id":"essence","num":2,"use":{}},"coal":{"name":"Process coal","icon":[12,8],"desc":"Process 20 [coal] and 2 [lightning essence], turning them into 20 [fire pit]s each.","id":"coal","num":3,"use":{}},"oil":{"name":"Process various fuels","icon":[51,0,"magix2"],"desc":"Process 20 [coal], 10 [charcoal], and 10 [oil], turning them into 30 [fire pit]s each. Has a chance to convert [charcoal] into [lightning essence]!","req":{"oil-digging II":true},"id":"oil","num":4,"use":{}}},"gizmos":true,"limitPer":{},"upkeep":{"coal":3,"fire pit":1,"food":25,"water":35},"effects":[{"type":"convert","from":{"log":30,"lightning essence":1},"into":{"fire pit":15},"every":8,"chance":0.7,"mode":"log","req":{"hotter factories":false}},{"type":"convert","from":{"stick":400,"lightning essence":1},"into":{"fire pit":15},"every":8,"chance":0.7,"mode":"stick","req":{"hotter factories":false}},{"type":"convert","from":{"fire essence":25,"lightning essence":5},"into":{"fire pit":20},"every":8,"chance":0.7,"mode":"essence","req":{"hotter factories":false}},{"type":"convert","from":{"coal":20,"lightning essence":1},"into":{"fire pit":8},"every":8,"chance":0.7,"mode":"coal","req":{"hotter factories":false}},{"type":"convert","from":{"log":30,"lightning essence":1},"into":{"fire pit":15},"every":6,"chance":0.95,"mode":"log","req":{"hotter factories":true}},{"type":"convert","from":{"stick":400,"lightning essence":1},"into":{"fire pit":15},"every":6,"chance":0.95,"mode":"stick","req":{"hotter factories":true}},{"type":"convert","from":{"fire essence":25,"lightning essence":5},"into":{"fire pit":20},"every":6,"chance":0.95,"mode":"essence","req":{"hotter factories":true}},{"type":"convert","from":{"coal":20,"lightning essence":2},"into":{"fire pit":8},"every":6,"chance":0.95,"mode":"coal","req":{"hotter factories":true}},{"type":"convert","from":{"coal":20,"charcoal":10,"oil":10},"into":{"fire pit":20},"every":6,"chance":0.95,"mode":"oil"},{"type":"convert","from":{"charcoal":10},"into":{"lightning essence":5},"every":6,"chance":0.15,"mode":"oil"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":203},{"name":"art school","displayName":"Art school","desc":"Here, some [child,Children] will learn about art. Some of these students will become [artist]s when they grow up! Very rarely, a [virtuoso of art] learns enough about their subject to be a true master of painting.","icon":[42,0,"magix2"],"cost":{"advanced building materials":1000,"gem block":25,"gold block":5},"type":"unit","use":{"worker":40,"land":25,"stone tools":32},"req":{"passionate artistry":true},"category":"cultural","limitPer":{},"upkeep":{"food":100},"effects":[{"type":"convert","from":{"child":1},"into":{"artist":1},"every":300},{"type":"convert","from":{"child":1},"into":{"virtuoso of art":1},"every":400,"chance":0.0016666666666666668,"req":{"better art schools":false}},{"type":"convert","from":{"child":1},"into":{"virtuoso of art":1},"every":400,"chance":0.0033333333333333335,"req":{"better art schools":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":204},{"name":"golden mana maker","displayName":"Golden mana maker","desc":"A man who can make [mana] six times faster than normal [mana maker]s by using [gold block]s, [insight], and [water]. Requires [alchemy zone]s instead of normal [land].","icon":[59,0,"magix2"],"cost":{"insight":100,"gold block":50},"type":"unit","use":{"alchemy zone":5,"worker":1},"req":{"more mana making":true},"category":"alchemy","limitPer":{"population":1000},"upkeep":{"food":10,"water":10,"insight":5,"gold block":2},"effects":[{"type":"gather","what":{"mana":120}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":205}],"policies":[{"name":"disable aging","displayName":"Disable aging","desc":"Aging, disease, births, and deaths are disabled.","icon":[3,12,8,3],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"disable eating","displayName":"Disable eating","desc":"Eating and drinking are disabled.","icon":[3,12,3,6],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"disable spoiling","displayName":"Disable spoiling","desc":"All resource spoilage is disabled.","icon":[3,12,3,7],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"child workforce","displayName":"Child workforce","desc":"[child,Children] now count as [worker]s; working children are more prone to accidents and malnutrition. They will also require 10% more food with this enabled. //Can't you just make them work willingly? Do you really have to force them to?","icon":[7,12,3,3],"req":{"tribalism":true},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"elder workforce","displayName":"Elder workforce","desc":"[elder]s now count as [worker]s; working elders are more prone to accidents and malnutrition and early death. //In addition, [sick] and [wounded] people are more likely to age after recovering, and other [worker]s are at a higher risk of being [wounded] due to additional risks.","icon":[7,12,5,3],"req":{"tribalism":true},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"food rations","displayName":"Food rations","desc":"Specifies how much [food] your people are given each day.//Bigger rations will make your people happier, while smaller ones may lead to sickness and starvation.","icon":[5,12,3,6],"startMode":"sufficient","req":{"rules of food":true},"modes":{"none":{"name":"None","desc":"Eating food is forbidden.
    Your people will start to starve.","id":"none","num":0},"meager":{"name":"Meager","desc":"Your people receive half a portion per day.","id":"meager","num":1},"sufficient":{"name":"Sufficient","desc":"Your people receive a full portion per day.","id":"sufficient","num":2},"plentiful":{"name":"Plentiful","desc":"Your people receive a portion and a half per day.","id":"plentiful","num":3}},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"water rations","displayName":"Water rations","desc":"Specifies how much [water] your people are given each day.//Bigger rations will make your people happier, while smaller ones may lead to sickness and dehydration.","icon":[5,12,7,6],"startMode":"sufficient","req":{"rules of food":true},"modes":{"none":{"name":"None","desc":"Drinking water is forbidden.
    Your people will start to die from dehydration.","id":"none","num":0},"meager":{"name":"Meager","desc":"Your people receive half a portion per day.","id":"meager","num":1},"sufficient":{"name":"Sufficient","desc":"Your people receive a full portion per day.","id":"sufficient","num":2},"plentiful":{"name":"Plentiful","desc":"Your people receive a portion and a half per day.","req":{"t3":false},"id":"plentiful","num":3}},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"eat spoiled food","displayName":"Eat spoiled food","desc":"Your people will eat [spoiled food] when other [food] gets scarce, with dire consequences for health and morale.","icon":[6,12,3,7],"startMode":"on","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"drink muddy water","displayName":"Drink muddy water","desc":"Your people will drink [muddy water] when clean [water] gets scarce, with dire consequences for health and morale.","icon":[6,12,8,6],"startMode":"on","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"insects as food","displayName":"Insects as food","desc":"[bugs] now count as [food], although most people find them unpalatable.","icon":[6,12,8,11],"req":{"rules of food":true},"category":"food","effects":[{"type":"make part of","what":["bugs"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["bugs"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"eat raw meat and fish","displayName":"Eat raw meat and fish","desc":"[meat] and [seafood] are eaten raw, which may be unhealthy.","icon":[6,12,5,7],"startMode":"on","req":{"rules of food":true},"category":"food","effects":[{"type":"make part of","what":["meat","seafood"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["meat","seafood"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"fertility rituals","displayName":"Fertility rituals","desc":"Increases birth rates by 20%. Consumes 1 [faith] every 20 days; will stop if you run out. //we may need more people","icon":[8,12,2,3],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"harvest rituals","displayName":"Harvest rituals","desc":"Improves the speed of [gatherer]s, [hunter]s and [fisher]s by 10%. Consumes 1 [faith] every 20 days; will stop if you run out. //Tasty...I'd like some more!","icon":[8,12,4,7],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"flower rituals","displayName":"Flower rituals","desc":"People get sick slower and recover faster. Consumes 1 [faith] every 20 days; will stop if you run out.","icon":[8,12,4,5],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"wisdom rituals","displayName":"Wisdom rituals","desc":"Improves [dreamer] and [storyteller] efficiency by 20%. Consumes 1 [faith] every 20 days; will stop if you run out. //Two plus two is four","icon":[8,12,8,5],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"population control","displayName":"Population control","desc":"Set rules on how many children your people are allowed to have. //...no words for that","icon":[4,12,2,3],"startMode":"normal","req":{"tribalism":true},"modes":{"forbidden":{"name":"Forbidden","desc":"Your people are not allowed to make children.//Your population will not grow.","id":"forbidden","num":0},"limited":{"name":"Limited","desc":"Your people are only allowed to have one child.//Your population will grow slowly.","id":"limited","num":1},"normal":{"name":"Normal","desc":"You have no specific rules regarding children.//Your population will grow normally.","id":"normal","num":2}},"category":"population","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"harvest rituals for flowers","displayName":"flower harvesting rituals","desc":"Improves the speed of [florist]s by 20%. Consumes 1 [faith] and 1 [influence] every 20 days; will stop if you run out.","icon":[8,12,11,8,"magixmod"],"startMode":"off","req":{"ritualism":true,"a gift from the mausoleum":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"crafting & farm rituals","displayName":"Crafting & farm rituals","desc":"Improves [Paper-crafting shack]s, [Well of mana,Wells of mana], various crafting units, and Farms by various amounts. Consumes 10 [faith] and 10 [influence] every 20 days; will stop if you run out.","icon":[8,12,14,2,"magixmod"],"startMode":"off","req":{"ritualism":true,"papercrafting":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"Teach alchemists","displayName":"Teach alchemists","desc":"This policy is not used for anything.","icon":[12,9,"magixmod",12,5,"magixmod"],"startMode":"on","req":{"tribalism":false},"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":18},{"name":"se01","displayName":"Chra-nos The Seraphin of Time","desc":"The effect depends on time.
    Each year, [food] decays slower by 0.1% (range: 1 to 10%). This bonus applies to [water] as well, but is only half as powerful.

    Backfire: All miscellaneous materials decay faster.","icon":[29,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"drink spoiled juice","displayName":"Drink spoiled juice","desc":"Your people will drink [spoiled juices] even when you have clean [water], with very dire consequences for health and morale.","icon":[6,12,14,5,"magixmod"],"startMode":"off","req":{"rules of food":true,"juice-crafting":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"drink cloudy water","displayName":"Drink cloudy water","desc":"Your people will drink [cloudy water], which has the same positive effects as [water].","icon":[6,12,11,14,"magixmod"],"startMode":"on","req":{"rules of food":true,"paradise building":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"theme changer","displayName":"Theme changer","desc":"Let your population enjoy various themes! Does not apply to popups, however, and only switches every ten days. //Life has its theme too...","icon":[28,21,"magixmod"],"startMode":"Default","req":{"life has its theme":true},"modes":{"Default":{"name":"Default","desc":"Switches to the default theme.","icon":[4,22,"magixmod"],"id":"Default","num":0},"Green":{"name":"Green","desc":"Switches to the green theme.","icon":[3,22,"magixmod"],"id":"Green","num":1},"Blue":{"name":"Blue","desc":"Switches to the blue theme.","icon":[2,22,"magixmod"],"id":"Blue","num":2},"Red":{"name":"Red","desc":"Switches to the red theme.","icon":[0,22,"magixmod"],"id":"Red","num":3},"Cyan":{"name":"Cyan","desc":"Switches to the cyan theme.","icon":[5,22,"magixmod"],"id":"Cyan","num":4},"Gray":{"name":"Gray","desc":"Switches to the gray theme.","icon":[1,22,"magixmod"],"id":"Gray","num":5},"Indigo":{"name":"Indigo","desc":"Switches to the indigo theme. A reward for getting Magical victory.","req":{"magical presence":true},"id":"Indigo","num":6},"Bronze":{"name":"Bronze","desc":"Switches to the bronze theme. A reward for getting Next to the Deities.","req":{"life in faith":true},"id":"Bronze","num":7},"Silver":{"name":"Silver","desc":"Switches to the silver theme. A reward for getting Next to the Deities.","req":{"life in faith":true},"id":"Silver","num":8},"Golden":{"name":"Golden","desc":"Switches to the golden theme. A reward for getting Next to the Deities.","req":{"life in faith":true},"id":"Golden","num":9},"Black":{"name":"Black","desc":"Switches to the black theme. A reward for getting Talented?.","req":{"smaller shacks":true},"id":"Black","num":10}},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"se02","displayName":"Bersaria the Seraphin of Madness","desc":"Increases the speed of thief hunters and other guards by 40%.

    Backfire: Harms [happiness] and makes thieves appear 2% more.","icon":[28,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"se03","displayName":"Tu-ria the Seraphin of Inspiration","desc":"Doubles [culture] gathering and decreases the [population] limit of [musician]s.

    Backfire: [dreamer]s gather 5% less [insight] and [faith,faith units] gather 5% less [faith].","icon":[27,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"se04","displayName":"Hartar the Seraphin of Hunting","desc":"Increases the efficiency of [hunter]s by 35%. For [fishers & hunters camp], your [meat] gain will increase by that amount as well.

    This Seraphin doesn't have a backfire, but choosing [se04] blocks you from [se05] unless you unselect this Seraphin.","icon":[26,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"se05","displayName":"Fishyar the Seraphin of Fishing","desc":"Increases the efficiency of fishing units by 35%. After [hunters & fishers unification], it increases income of [seafood] by that amount as well.

    This Seraphin doesn't have a backfire, but choosing [se05] blocks you from [se04] unless you unselect this Seraphin.","icon":[25,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"se06","displayName":"Posi'zul the Seraphin of Water","desc":"Decreases the rate of [water] spoiling and increases the speed of all well types by 25%.

    Backfire: Increases your [food] spoiling rate slightly.","icon":[15,0,"magix2"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"se07","displayName":"Herbalia the Seraphin of Recovery","desc":"Boosts your [health] level. [healer]s are 25% more efficient.

    Backfire: the upper limit of [happiness] is now 175%, and [happiness] decreases a little faster when negative. [gatherer]s will also gain 15% less.","icon":[14,0,"magix2"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"se08","displayName":"Buri'o dak the Seraphin of Burial","desc":"Each [burial spot] will 10% more [corpse]s or 5 [urn]s instead.

    Backfire: Harms your [health] by a very very small amount and decreases [healer] efficiency by 5%.","icon":[22,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"se09","displayName":"Moai the Seraphin of the Stone","desc":"All [mine]s are 25% more efficient. (Doesn't apply to [gems] and only applies to [prospecting] modes.) Also, [digger]s are 2% more efficient and [carver]s work 3% faster at modes related to [stone].

    Backfire: [well]s are 15% less efficient (not including [Well of mana,Wells of mana]) and [artisan]s are 7.5% less efficient.","icon":[21,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"se10","displayName":"Mamuun the Seraphin of Richness","desc":"Gold and [precious building materials] decay 10% slower. You'll also unlock a variety of Trials.

    Backfire: [archaic building materials] decay 40% faster, [basic building materials] decay 12% faster, and [advanced building materials] decay 3% faster. [food] will also spoil faster.","icon":[20,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"se11","displayName":"An Enlightened Seraphin of Faith","desc":"All [faith] gathering is increased by 25%.

    Backfire: All [influence] and [insight] units are weakened by 25% (including [guru]s).","icon":[19,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"se12","displayName":"Okar the Seer the Seraphin of Knowledge","desc":"[guru] and [dreamer]s are 50% more efficient.

    Backfire: [dreamer]s and [guru]s will require [food] and [water] as upkeep. Weakens [gatherer]s and [florist]s by 20%. [culture] gain from units will be lowered by 10%.","icon":[18,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"Patience","displayName":"Patience","desc":"Starts [se01] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",29,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se01":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"Unhappy","displayName":"Unhappy","desc":"Starts [se02] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",28,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se02":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"Cultural","displayName":"Cultural","desc":"Starts [se03] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",27,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se03":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"Hunted","displayName":"Hunted","desc":"Starts [se04] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",26,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se04":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"sleepy insight","displayName":"Sleepy insight","desc":"At the start of a new year, you have a chance to gain some [insight]. This policy has a meter that has a scale from 3 to 3. <>Modes less than 0 will cause the ability to be stronger at the cost of chance, while modes greater than 0 be less powerful, but with a larger chance.","icon":[8,12,33,24,"magixmod"],"startMode":"0","req":{"ritualism":true,"sleep-speech":true},"modes":{"0":{"name":"0","desc":"A 21% chance to receive 3 to 9 [insight] at the start of new year.","id":"0","num":0},"-3":{"name":"-3","desc":"A 8.25% chance to receive 13 to 27 [insight] at the start of new year.","id":"-3","num":1},"-2":{"name":"-2","desc":"A 13.5% chance to receive 9 to 18 [insight] at the start of new year.","id":"-2","num":2},"-1":{"name":"-1","desc":"A 15% chance to receive 5 to 12 [insight] at the start of new year.","id":"-1","num":3},"+1":{"name":"+1","desc":"A 24% chance to receive 1 to 5 [insight] at the start of new year.","id":"+1","num":4},"+2":{"name":"+2","desc":"A 28.5% chance to receive 0.25 to 2 [insight] at the start of new year.","id":"+2","num":5},"+3":{"name":"+3","desc":"A 30.75% chance to receive 0.15 to 1.5 [insight] at the start of new year.","id":"+3","num":6}},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"reset health level","displayName":"Reset health level","desc":"Only available while in Hunted and will reset your [health] back to 0%. Available only once per Hunted attempt.","icon":[21,29,"magixmod"],"startMode":"inactive","req":{"t4":true,"trial":true},"modes":{"inactive":{"name":"Inactive","desc":"This ability is currently unused and may be activated at any time.","id":"inactive","num":0},"activate":{"name":"Activate","desc":"You can only use this ability once (so be sure you want to use it)!","id":"activate","num":1},"alreadyused":{"name":"Already used","req":{"tribalism":false},"id":"alreadyused","num":2}},"category":"population","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":39},{"name":"Unfishy","displayName":"Unfishy","desc":"Starts [se05] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",25,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"Ocean","displayName":"Ocean","desc":"Starts [se06] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",15,0,"magix2",1,22,"magixmod"],"startMode":"off","req":{"se07":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"Herbalism","displayName":"Herbalism","desc":"Starts [se07] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",14,0,"magix2",1,22,"magixmod"],"startMode":"off","req":{"se07":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"Buried","displayName":"Buried","desc":"Starts [se08] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",22,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on","voodoo spirit":false},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"Underground","displayName":"Underground","desc":"Starts [se09] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",21,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on","tribalism":false},"category":"trial","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":44},{"name":"Pocket","displayName":"Pocket","desc":"Starts [se10] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",20,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"Faithful","displayName":"Faithful","desc":"Starts [se11] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",19,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se11":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"Dreamy","displayName":"Dreamy","desc":"Starts [se12] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",18,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on","tribalism":false},"category":"trial","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":47},{"name":"discovery rituals","displayName":"Discovery rituals","desc":"Use these unique rituals to improve exploration slightly, with these boosts: @[wanderer]s: +5% speed @[scout]s: +3% speed @[globetrotter]s: +4% speed //Consumes 2 [faith] every 20 days; will stop if you run out.","icon":[35,0,"magixmod"],"startMode":"off","req":{"ritualism":true,"globetrottering":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"eat on gather","displayName":"Eat on gather","desc":"Your people will eat a lot of [food] right after gathering, meaning that a very small portion of food will be shared with others. It may lead to increased [happiness] and less food spoilage at the cost of slow starvation. @Be aware that this policy cannot bring [happiness] level over 100% and will only provide [happiness] once it is lower than a specific percentage. Note that if your food or water rations are set to Plentiful, then this policy disables automatically.","icon":[5,12,16,33,"magixmod"],"startMode":"off","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"far foraging","displayName":"Far foraging","desc":"@[gatherer]s will explore like [wanderer]s but have a chance to become lost in terrain. This policy will work until you get some land explored. //It doesn't affect the food gathering efficiency of [gatherer]s. //When you have explored 60 [land], this policy will be disabled automatically and won't be visible from then on. (That autotoggle won't cost you any [influence].)","icon":[15,33,"magixmod"],"startMode":"off","req":{},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"prisoner workforce","displayName":"Prisoner workforce","desc":"This policy is not used for anything.","icon":[7,12,17,0,"magixmod"],"req":{"tribalism":false},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"eat honey and honeycombs","displayName":"Eat honey and honeycombs","desc":"Your people will eat [honey] and [honeycomb]s, which makes them both happy and healthy.","icon":[6,12,6,0,"magix2"],"startMode":"on","req":{"beekeeping II":true},"category":"food","effects":[{"type":"make part of","what":["honey","honeycomb"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["honey","honeycomb"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"water rituals","displayName":"Water rituals","desc":"Improves [water] production from all well types by 15%. During a drought, this effect is increased to 60%. This ritual requires 150 [magic essences] every day as upkeep instead, and because of this, this ritual's cost will not be changed by any trait or tech.","icon":[8,12,7,6],"startMode":"off","req":{"faith in water":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"love of honey","displayName":"Love of honey","desc":"Improves [honeycomb] gain by 25% and advanced forms of [honey] or [honeycomb] gain by 60%. This ritual requires 250 [nature essence] every day as upkeep instead, and because of this, this ritual's cost will not be changed by any trait or tech.","icon":[8,12,7,0,"magix2"],"startMode":"off","req":{"superior honey":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54}],"techs":[{"name":"tribalism","displayName":"Tribalism","desc":"@unlocks the [gatherer]@provides 5 [authority]<>Taking its roots in wild animal packs, [tribalism] is the organization of individuals into simple social structures with little hierarchy.","icon":[0,1],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["stone-knapping","hunting","fishing","scavenging","rules of food","ritual necrophagy","culture of moderation","joy of eating","policies","where am i?","voodoo spirit","consumption stability","unstable eating habits","dry throats","joy of drinking","drinking stability","unstable drinking habits","unstable consumption habits","art of death","royal treatment","belongings preservance","carcass-looting","dreaming","active exploration"],"effects":[{"type":"provide res","what":{"authority":5}},{"type":"show res","what":["influence"]},{"type":"show context","what":["gather"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"speech","displayName":"Speech","desc":"@unlocks the [dreamer] and [wanderer]@provides 50 [wisdom]@provides 50 [wisdom]<>[speech], in its most primitive form, is a series of groans and grunts that makes it possible to communicate things, events, and concepts.","icon":[1,1],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["language","Improved rhetoric"],"effects":[{"type":"provide res","what":{"wisdom":50}},{"type":"show res","what":["insight"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"language","displayName":"Language","desc":"@provides 30 [inspiration]@provides 30 [wisdom]<>[language] improves on [speech] by combining complex grammar with a rich vocabulary, allowing for better communication and the first signs of culture.","icon":[2,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":10,"chance":3,"req":{"speech":true},"tutorialMesg":["important","Now, while talking to your people, they understand you better. Even better, they understand themselves and each other somewhat.",[1,28,"magixmod"]],"precededBy":["speech"],"leadsTo":["oral tradition","scouting","sedentism","hunting","richer language","fear of death","herbalism","instruction","writing","druidism","acceptance of death","death indifference","death scepticism","exploration trips"],"effects":[{"type":"provide res","what":{"inspiration":30,"wisdom":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"oral tradition","displayName":"Oral tradition","desc":"@unlocks [storyteller]@provides 20 [inspiration]@provides 20 [wisdom]<>[oral tradition] emerges when the members of a tribe gather at night to talk about their day. Stories, ideas, and myths are all shared and passed on from generation to generation. //Time for a story now, i suppose, I suppose...","icon":[5,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":20,"req":{"language":true},"tutorialMesg":["important","The first spark of culture arises.",[10,4]],"precededBy":["language"],"leadsTo":["plant lore","ritualism","symbolism","chieftains","maths","maths II","maths III","ritualism II","belief in the afterlife","symbolism II","primary time measure","intuition","no knapping anymore","spark'o religion","message memory","belief in the beforelife","cold heart","hot heart","neutral heart","fluid heart","symbI"],"effects":[{"type":"provide res","what":{"inspiration":20,"wisdom":20}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"stone-knapping","displayName":"Stone-knapping","desc":"@unlocks [artisan]s, which can create [knapped tools]<>[stone-knapping] allows you to make your very first tools - simple rocks that have been smashed against each other to fashion rather crude cleavers, choppers, and hand axes.//Tools have little use by themselves, but may be used in many other industries.","icon":[3,1],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":5,"chance":3,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["tool-making","sedentism","digging","woodcutting","healing","bone-working","fire-making","carving","ocean decay I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"tool-making","displayName":"Tool-making","desc":"@[artisan]s can now create [stone tools]<>With proper [tool-making], new procedures arise to craft a multitude of specialized tools out of cheap materials. These include hammers, knives, and axes.","icon":[4,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":20,"chance":3,"req":{"stone-knapping":true,"carving":true},"precededBy":["stone-knapping","carving"],"leadsTo":["basket-weaving","scouting","canoes","building","well-digging","spears","sewing","knitting","gem-cutting","pottery","ground tools","focused scouting","cozy building","rafts","exploration trips"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"basket-weaving","displayName":"Basket-weaving","desc":"@[artisan]s can now craft [basket]s<>Baskets are a cheap, if flimsy means of storing food.","icon":[7,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"tool-making":true},"precededBy":["tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"scouting","displayName":"Scouting","desc":"@unlocks [scout]s, which can discover new territory<>The [scout] is an intrepid traveler equipped to deal with the unknown.<>Keep in mind that to make Exploration units explore more terrain, you will need more researches.<>The alternative is Exploration trips, which can also be obtained at the same time upon researching a little magic...//Getting this increases the exploration cap by a little bit.","icon":[24,7],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":40,"chance":2,"req":{"tool-making":true,"language":true,"intuition":true,"exploration trips":false},"precededBy":["tool-making","language","intuition"],"leadsTo":["tile inspection","globetrottering","basic mapping","trails","horses"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"canoes","displayName":"Canoes","desc":"@Allows exploration through ocean shores @[canoes] are inefficient on the Tundra, Swamplands, Jungle, and Boreal forest biomes<>[canoes] are a good and safe way to explore ocean shores, but slow. Depending on your closest location, consider picking [rafts] instead and make this tech be obtainable in a slightly later game stage.","icon":[26,7],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":45,"req":{"tool-making":true,"woodcutting":true,"rafts":false},"precededBy":["tool-making","woodcutting"],"leadsTo":["boat building"],"effects":[{"type":"allow","what":["shore exploring"]},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"boat building","displayName":"Boat building","desc":"@allows full ocean exploring.<>Unlocks [boat]s which will allow you to explore oceans. Also unlocks new modes for [wanderer]s and [scout]s. //Let the voyage begin!","icon":[28,7],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":325,"req":{"canoes":true,"carpentry":true,"intuition":true,"construction":true},"precededBy":["canoes","carpentry","intuition","construction"],"leadsTo":["sandy shores","ocean decay II"],"effects":[{"type":"allow","what":["ocean exploring"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"sedentism","displayName":"Sedentism","desc":"@unlocks [mud shelter]s and [branch shelter]s@unlocks [lodge]s<>To stay in one place when food is scarce is a bold gamble, especially to those without knowledge of agriculture.","icon":[8,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":45,"chance":3,"req":{"stone-knapping":true,"digging":true,"language":true,"intuition":true},"precededBy":["stone-knapping","digging","language","intuition"],"leadsTo":["building","stockpiling","well-digging","code of law","cozy building","\\"dark season\\"","ungrateful tribe II","tribe of eaters"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"building","displayName":"Building","desc":"@unlocks [hut]s@unlocks [stockpile]s (with [stockpiling])<>The [building,Hut] is only slightly more sophisticated than simple shelters, but is more spacious and can withstand wear longer.","icon":[9,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":80,"chance":3,"req":{"sedentism":true,"tool-making":true,"intuition":true},"precededBy":["sedentism","tool-making","intuition"],"leadsTo":["cities","smelting","mining","quarrying","masonry","carpentry","aiming","globetrottering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"cities","displayName":"Cities","desc":"@unlocks [hovel]s, which provide 8 [housing] each.//Villages are good too...","icon":[29,7],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":105,"req":{"building":true,"intuition":true},"precededBy":["building","intuition"],"leadsTo":["construction","city planning","guilds","more useful housing","guilds unite"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"construction","displayName":"Construction","desc":"@unlocks [house]s @unlocks [warehouse]s (with [stockpiling])","icon":[36,20,"magixmod"],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":270,"chance":3,"req":{"cities":true,"masonry":true,"carpentry":true,"quarrying":true},"precededBy":["cities","masonry","carpentry","quarrying"],"leadsTo":["boat building","city planning","guilds","monument-building","more useful housing","monument-building II","water construction","essential conversion tank overclock I","cart1","cart2","mining II","imprisonment","hive frames"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"city planning","displayName":"City planning","desc":"@unlocks [architect]s","icon":[22,8],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":440,"req":{"construction":true,"cities":true,"alphabet 1/3":true,"basic mapping":true},"precededBy":["construction","cities","alphabet 1/3","basic mapping"],"leadsTo":["more useful housing","maths II","papercrafting","gardening"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"guilds","displayName":"Guilds","desc":"@unlocks [guild quarters], which can house some [worker]s","icon":[23,8],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":375,"req":{"cities":true,"construction":true,"code of law":true,"intuition":true},"precededBy":["cities","construction","code of law","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"stockpiling","displayName":"Stockpiling","desc":"@unlocks [storage pit]s<>The foresight to store sustenance and materials ahead of time can make or break a budding civilization.","icon":[10,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":55,"chance":2,"req":{"sedentism":true},"precededBy":["sedentism"],"leadsTo":["curing"],"effects":[{"type":"show res","what":["food storage"]},{"type":"show res","what":["material storage"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"digging","displayName":"Digging","desc":"@unlocks [digger]s@paves the way for simple buildings<>The earth is full of riches - to those who can find them. //Diggy, diggy, hole","icon":[11,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":15,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["sedentism","well-digging","burial","mining","quarrying","pottery","dtt1","dtt2","mining II"],"effects":[{"type":"show context","what":["dig"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"well-digging","displayName":"Well-digging","desc":"@unlocks [well]s<>It takes some thinking to figure out that water can be found if you dig deep enough.//It takes a lot of bravery, however, to find out if it is safe enough to drink.","icon":[22,7],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":70,"req":{"digging":true,"sedentism":true,"tool-making":true},"tutorialMesg":["tutorial","Henceforth, you can dig a well. A well is a good source of fresh water, but only 1 well can be constructed for every 10 pieces of land that you have.",[30,3,"magixmod"]],"precededBy":["digging","sedentism","tool-making"],"leadsTo":["wizardry","focused scouting","careful water storage"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"woodcutting","displayName":"Woodcutting","desc":"@unlocks [woodcutter]s. //Insert sad noises of trees here...","icon":[23,5],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":15,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["canoes","carpentry","rafts"],"effects":[{"type":"show context","what":["chop"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"plant lore","displayName":"Plant lore","desc":"@[gatherer]s find more [herb]s, [fruit]s and [vegetable]s<>The knowledge of which plants are good to eat and which mean certain death is slow and perilous to learn.","icon":[23,7],"type":"tech","cost":{"insight":10},"category":"upgrade","startWith":0,"tier":40,"req":{"oral tradition":true,"herbalism":true},"precededBy":["oral tradition","herbalism"],"leadsTo":["healing","tile inspection","plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"healing","displayName":"Healing","desc":"@unlocks [healer]s. //but hospitals when?","icon":[25,7],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":55,"chance":2,"req":{"plant lore":true,"stone-knapping":true,"herbalism":true,"intuition":true},"precededBy":["plant lore","stone-knapping","herbalism","intuition"],"leadsTo":["better healing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"ritualism","displayName":"Ritualism","desc":"@provides 10 [spirituality]@unlocks [soothsayer]s@unlocks some ritual policies<>Simple practices, eroded and polished by time, may turn into rites and traditions.","icon":[12,1],"type":"tech","cost":{"culture":5},"category":"religion","startWith":0,"tier":25,"req":{"oral tradition":true,"intuition":true,"spark'o religion":true},"precededBy":["oral tradition","intuition","spark'o religion"],"leadsTo":["burial","stronger faith","ritualism II","ritual necrophagy","spiritual piety","sleep-speech","druidism","missionary","art of death","royal treatment","belongings preservance"],"effects":[{"type":"provide res","what":{"spirituality":10}},{"type":"provide res","what":{"cultural balance":3}},{"type":"provide res","what":{"dark decay":100}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"symbolism","displayName":"Symbolism","desc":"@[dreamer]s produce 40% more [insight] @[storyteller]s produce 20% more [culture]@[soothsayer]s produce 20% more [faith] @various other units are also boosted<>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on shapes. There are two types of [symbolism] that you can unlock!","icon":[13,1],"type":"tech","cost":{"culture":10,"insight":10},"category":"upgrade","startWith":0,"tier":40,"req":{"oral tradition":true,"intuition":true,"symbI":false},"precededBy":["oral tradition","intuition"],"leadsTo":["code of law","artistic thinking","symbolism II","mining strategy","safer explosive usage","druidism","missionary"],"effects":[{"type":"provide res","what":{"cultural balance":3}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"burial","displayName":"Burial","desc":"@unlocks [grave]s, which provide [burial spot]s@exposed [corpse]s make people even more unhappy<>It is the belief that there might be more to death than is first apparent that drives us to bury our deceased.","icon":[14,1],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":45,"chance":2,"req":{"ritualism":true,"digging":true},"precededBy":["ritualism","digging"],"leadsTo":["monument-building","monument-building II","bII(acceptance)","bII(normal)"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"hunting","displayName":"Hunting","desc":"@unlocks [hunter]s<>It is a common tragedy that a creature should die so that another may survive.//[hunter] can gather [hide] if [skinning] is unlocked.","icon":[15,1],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":15,"req":{"language":true,"tribalism":true},"precededBy":["language","tribalism"],"leadsTo":["hunting II","battling thieves","skinning","htt1","htt2","tile inspection"],"effects":[{"type":"show context","what":["hunt"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"fishing","displayName":"Fishing","desc":"@unlocks [fisher]s<>Fishing is more than simply catching fish; it involves knowing where the fish like to gather and which ones are tasty.//It would be wise to check whether any of your territory contains fish before investing in this technology.","icon":[25,1],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":5,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["fishing hooks","fishing II"],"effects":[{"type":"show context","what":["fish"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"bone-working","displayName":"Bone-working","desc":"@[artisan]s can now make [knapped tools] out of [bone]@[bone]s can now be used as [archaic building materials]","icon":[22,5],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":10,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"effects":[{"type":"make part of","what":["bone"],"parent":"archaic building materials"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"spears","displayName":"Spears and maces","desc":"@[artisan]s can now craft [stone weapons]@unlocks new modes for [hunter]s and [fisher]s<>Using tools as weapons opens a world of possibilities, from hunting to warfare. Spear hunting/fishing modes have only 80% of its normal efficiency (however, it is still faster than without tools). To remove that penalty, obtain the [aiming] research.","icon":[26,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"tool-making":true},"precededBy":["tool-making"],"leadsTo":["bows","fishing hooks","aiming","ground weapons"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"bows","displayName":"Bows","desc":"@[artisan]s can now craft [bow]s@unlocks new modes for [hunter]s<>Bow hunting has only 40% of its normal efficiency (slower than without tools). To make it faster than the default mode, obtain the [aiming] research.","icon":[27,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":50,"req":{"spears":true},"precededBy":["spears"],"leadsTo":["water filtering","aiming"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"fishing hooks","displayName":"Fishing hooks","desc":"@unlocks new modes for [fisher]s","icon":[28,1],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":50,"req":{"fishing":true,"spears":true},"precededBy":["fishing","spears"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"fire-making","displayName":"Fire-making","desc":"@unlocks [firekeeper]s<>Fire keeps you warm and makes animal attacks much less frequent. //Don't burn yourself!","icon":[16,1],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":20,"chance":3,"req":{"stone-knapping":true},"tutorialMesg":["tutorial","Cold days and nights are gone if your Firekeepers will create up some Fire pits with wood and knapped tools.",[13,7]],"precededBy":["stone-knapping"],"leadsTo":["cooking","smelting","pottery","cold heart","hot heart","neutral heart","fluid heart"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"cooking","displayName":"Cooking","desc":"@[firekeeper]s can now cook [cooked meat] and [cooked seafood]<>Tossing fish and meat over a sizzling fire without reducing them to a heap of ash takes a bit of practice.","icon":[17,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"fire-making":true,"rules of food":true},"precededBy":["fire-making","rules of food"],"leadsTo":["curing","care for nature"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"curing","displayName":"Curing","desc":"@[firekeeper]s can now prepare [cured meat] and [cured seafood] with [salt], which last much longer<>Storing food with special preparations seems to ward off rot, and comes along with the advent of delicious jerky.","icon":[27,7],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":95,"req":{"cooking":true,"stockpiling":true,"intuition":true},"precededBy":["cooking","stockpiling","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"sewing","displayName":"Sewing","desc":"@unlocks [clothier]s, who work with fabric and can sew [primitive clothes]","icon":[29,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"tool-making":true,"intuition":true},"precededBy":["tool-making","intuition"],"leadsTo":["knitting","weaving","leather-working","weaving II","skinning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"knitting","displayName":"Knitting","desc":"Knitting is a method by which yarn is manipulated to create a textile or fabric. It is used in many types of garments. //@[clothier]s are 10% more efficient in all modes.","icon":[36,27,"magixmod"],"type":"tech","cost":{"insight":45},"category":"tier1","startWith":0,"tier":95,"req":{"tool-making":true,"sewing":true,"weaving":true},"precededBy":["tool-making","sewing","weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"weaving","displayName":"Weaving","desc":"@[clothier]s can now sew [basic clothes]","icon":[30,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":50,"req":{"sewing":true,"intuition":true},"precededBy":["sewing","intuition"],"leadsTo":["knitting","sewing II","nudist culture","strict dress code","clothing unconcern","fluid dress code"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"leather-working","displayName":"Leather-working","desc":"@[clothier]s can now cure [hide]s into [leather] and use leather in cloth-making (with [weaving])","icon":[31,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":50,"req":{"sewing":true},"precededBy":["sewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"smelting","displayName":"Smelting","desc":"@unlocks [furnace]s, which turn ore into metal ingots@unlocks [blacksmith workshop]s, which forge metal ingots into metal goods","icon":[26,5],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":125,"req":{"fire-making":true,"building":true,"intuition":true},"precededBy":["fire-making","building","intuition"],"leadsTo":["bronze-working","iron-working","gold-working","glass-crafting","concrete making","cobalt-working","weapon blacksmithery","armor blacksmithery","platinum-working","nickel-working","advanced casting","golden crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"bronze-working","displayName":"Bronze-working","desc":"@[furnace]s can now make [hard metal ingot]s from [copper ore] and [tin ore]//Smelt it","icon":[28,5],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":155,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"iron-working","displayName":"Iron-working","desc":"@[furnace]s can now make [hard metal ingot]s from [iron ore] //Get iron pickaxe and mine your first diamond!","icon":[27,5],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":155,"req":{"smelting":true},"precededBy":["smelting"],"leadsTo":["steel-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"gold-working","displayName":"Gold-working","desc":"@[furnace]s can now make [precious metal ingot]s from [gold ore]@[blacksmith workshop]s can now forge [gold block]s out of [precious metal ingot]s //So shiny!","icon":[29,5],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":165,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"steel-making","displayName":"Steel-making","desc":"@[furnace]s can now make [strong metal ingot]s from [iron ore] and [coal].","icon":[30,5],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":195,"req":{"iron-working":true},"precededBy":["iron-working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"chieftains","displayName":"Chieftains","desc":"@unlocks [chieftain]s, which generate [influence]@provides 5 [authority]<>[chieftain]s lead to better outcomes when there is a struggle within your tribe.","icon":[22,6],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"oral tradition":true},"precededBy":["oral tradition"],"leadsTo":["clans","code of law"],"effects":[{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"clans","displayName":"Clans","desc":"@unlocks [clan leader]s, which generate [influence]@provides 5 [authority].","icon":[23,6],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":155,"req":{"chieftains":true,"code of law":true,"intuition":true},"precededBy":["chieftains","code of law","intuition"],"effects":[{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"code of law","displayName":"Code of law","desc":"@provides 15 [authority]@political units will generate more [influence] //Paragraph 1...","icon":[24,6],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":130,"req":{"symbolism":true,"sedentism":true,"writing":true,"chieftains":true},"precededBy":["symbolism","sedentism","writing","chieftains"],"leadsTo":["guilds","clans","code of law II","CaP","CaP(cruel)","CaP(light)"],"effects":[{"type":"provide res","what":{"authority":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"mining","displayName":"Mining","desc":"@unlocks [mine]s //Strike the earth!","icon":[24,5],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":100,"req":{"digging":true,"building":true},"precededBy":["digging","building"],"leadsTo":["prospecting","prospecting II","mining strategy","safer explosive usage"],"effects":[{"type":"show context","what":["mine"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"prospecting","displayName":"Prospecting","desc":"@[mine]s can now be set to mine for specific ores //Prospect it!","icon":[25,5],"type":"tech","cost":{"insight":35},"category":"upgrade","startWith":0,"tier":135,"req":{"mining":true,"intuition":true},"precededBy":["mining","intuition"],"leadsTo":["prospecting II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"quarrying","displayName":"Quarrying","desc":"@unlocks [quarry,Quarries]","icon":[25,6],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":100,"req":{"digging":true,"building":true,"intuition":true},"precededBy":["digging","building","intuition"],"leadsTo":["construction","quarrying II","mining strategy","safer explosive usage"],"effects":[{"type":"show context","what":["quarry"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"carving","displayName":"Carving","desc":"@unlocks [carver]s, which can produce a variety of goods out of stone, wood and bone@may lead to the knowledge of better tools","icon":[26,6],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":10,"chance":3,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["tool-making","gem-cutting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"gem-cutting","displayName":"Gem-cutting","desc":"@[carver]s can now craft shiny [gem block]s out of [gems]//That's so sparkly!","icon":[27,6],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":40,"req":{"carving":true,"tool-making":true},"precededBy":["carving","tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"pottery","displayName":"Pottery","desc":"@unlocks [potter]s, which produce goods such as [pot]s out of [clay] and [mud]@unlocks [granary,Granaries] (with [stockpiling])@[digger]s find more [clay]","icon":[28,6],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":65,"req":{"fire-making":true,"digging":true,"tool-making":true},"tutorialMesg":["tutorial","Take advantage of bonuses that your researches provide, such as diggers finding more clay thanks to this research...so you can craft more pots.",[32,15,"magixmod"]],"precededBy":["fire-making","digging","tool-making"],"leadsTo":["masonry","ground pots"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"masonry","displayName":"Masonry","desc":"@unlocks [kiln]s, which can produce a variety of goods, such as [brick]s@[carver]s can now turn [stone]s into [cut stone] slowly //Let's build a tall brick wall!","icon":[29,6],"type":"tech","cost":{"insight":35},"category":"tier1","startWith":0,"tier":150,"req":{"building":true,"pottery":true},"precededBy":["building","pottery"],"leadsTo":["construction","glass-crafting","concrete making","advanced casting","bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"carpentry","displayName":"Carpentry","desc":"@unlocks [carpenter workshop]s, which can process [log]s into [lumber] and produce materials crafted from wood@unlocks [barn]s (with [stockpiling])","icon":[30,6],"type":"tech","cost":{"insight":35},"category":"tier1","startWith":0,"tier":125,"req":{"building":true,"woodcutting":true,"intuition":true},"precededBy":["building","woodcutting","intuition"],"leadsTo":["boat building","construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"monument-building","displayName":"Monument-building","desc":"@unlocks the [mausoleum], an early wonder","icon":[24,8],"type":"tech","cost":{"insight":90,"culture":40},"category":"tier1","startWith":0,"tier":420,"req":{"construction":true,"burial":true,"belief in the afterlife":true,"intuition":true},"tutorialMesg":["tutorial","After getting Monument-building, you may begin construction of the very first wonder of your people. Check it out in the Production tab!",[32,18,"magixmod"]],"precededBy":["construction","burial","belief in the afterlife","intuition"],"leadsTo":["essential conversion tank overclock I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"wizardry","displayName":"Wizardry","desc":"@Some sort of weird, uncommon people will now arrive in you tribe. They are called Wizards. They behave weird. From now, wizardry and essences will start to appear. Essences are not naturally generated: instead, they consume [mana]. Get [wizard wisdom] so that you can hire some [wizard]s!//With your newfound discovery of Wizards, both [scouting] and [exploration trips] can be unlocked at the same time upon getting this!//Note: it doesn't mean anything bad...","icon":[5,3,"magixmod"],"type":"tech","cost":{"insight":75,"faith":5},"category":"tier1","startWith":0,"tier":150,"req":{"well-digging":true,"a gift from the mausoleum":true,"spark'o religion":true},"precededBy":["well-digging","a gift from the mausoleum","spark'o religion"],"leadsTo":["mana brewery","wizard wisdom","Wizard complex","first portal to new world","churches","essence storages","weaving II","hunting II","fishing II","weaving III","magical soil","alphabet 2/3","patron1","patron2","patron3","patron4","patron5","patron6","unknown patron","patron7","patron8","nonpatronage"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"mana brewery","displayName":"Mana brewery","desc":"You can find a specimen who will convert [water] into [mana]. //But how?","icon":[3,2,"magixmod"],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":200,"req":{"wizardry":true},"precededBy":["wizardry"],"leadsTo":["well of mana","wizard wisdom","Wizard complex","first portal to new world","essence storages"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"more useful housing","displayName":"More useful housing","desc":"Unlock the [brick house with a silo], which is made out of hard [brick]s that can store [food] and provide additional [housing].","icon":[5,2,"magixmod"],"type":"tech","cost":{"insight":45},"category":"tier1","startWith":0,"tier":485,"req":{"city planning":true,"cities":true,"construction":true,"a gift from the mausoleum":true},"precededBy":["city planning","cities","construction","a gift from the mausoleum"],"leadsTo":["well of mana","wizard towers","wizard wisdom","Wizard complex","first portal to new world","essence storages"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"well of mana","displayName":"Well of mana","desc":"You may now construct a new type of well that will gather [mana] for you. //Oh, so THAT is the power source for magic tricks...","icon":[4,3,"magixmod"],"type":"tech","cost":{"insight":45,"faith":5,"mana":100},"category":"tier1","startWith":0,"tier":775,"req":{"mana brewery":true,"more useful housing":true},"precededBy":["mana brewery","more useful housing"],"leadsTo":["wizard towers"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"wizard towers","displayName":"Wizard towers","desc":"Now you can build wizard towers that can produce a variety of [magic essences,Essences]. The type made depends on what type of tower you build. Wizard towers also provide additional housing, but making [magic essences,Essences] will require [mana] as upkeep. @unlocks six towers: [fire wizard tower]s, [water wizard tower]s, [nature wizard tower]s, [dark wizard tower]s, [lightning wizard tower]s, and [wind wizard tower]s","icon":[6,0,"magixmod"],"type":"tech","cost":{"insight":125,"culture":30,"mana":250,"influence":10},"category":"tier1","startWith":0,"tier":1190,"req":{"well of mana":true,"more useful housing":true},"tutorialMesg":["tutorial","You have unlocked Wizard towers!
    These towers will provide housing and produce Essences by consuming Mana. Make sure that you have enough Mana production and some Wizards to keep the towers working properly. Be sure to also obtain the Essence storages needed for your essence types!",[20,13,"magixmod"]],"precededBy":["well of mana","more useful housing"],"leadsTo":["Wizard complex"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"wizard wisdom","displayName":"Wizard wisdom","desc":"Now you can hire [wizard]s to improve your tribe. For every two [wizard]s, you will gain you 1 [wisdom] point. //wisdom++","icon":[3,0,"magixmod"],"type":"tech","cost":{"insight":85,"culture":30,"mana":50,"influence":10},"category":"tier1","startWith":0,"tier":800,"req":{"mana brewery":true,"more useful housing":true,"wizardry":true},"tutorialMesg":["tutorial","Now you've unlocked Wizards. Don't hire too much of them too early because these guys love eating a lot, so having too much of them may lead to tribe starvation. Instead, try to make your tribe bigger, explore more, and find more ways to get food. Just be aware that wizards are a must-have in large amounts for new magical technologies!",[24,8,"magixmod"]],"precededBy":["mana brewery","more useful housing","wizardry"],"leadsTo":["first portal to new world","churches","coordination","beekeeping II","plant-loving bees","ocean decay III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"Wizard complex","displayName":"Wizard complex","desc":"Unlocks a complex of wizard towers. Expensive, but the complex produces all types of Essences three times faster than usual towers. Each complex tower will increase your max [faith], [culture], and [influence] as well, so they are quite useful!","icon":[2,2,"magixmod"],"type":"tech","cost":{"insight":480,"culture":30,"mana":1000,"influence":20},"category":"tier1","startWith":0,"tier":2720,"req":{"mana brewery":true,"more useful housing":true,"wizardry":true,"wizard towers":true},"precededBy":["mana brewery","more useful housing","wizardry","wizard towers"],"leadsTo":["first portal to new world","agriculture","stronger faith","7th complex tower","better influence & authority","belief in portals","dark essenced fireworks","valid portal frame","bigger university","mentors of nature","even bigger university","the christmas","spirit-summoning","ocean decay IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"first portal to new world","displayName":"First portal to new world","desc":"Your wizards discovered a way to make a portal and can't wait to open a new dimension now. What would it mean? It would mean more places to build, more unlocks, and more everything!","icon":[2,1,"magixmod"],"type":"tech","cost":{"insight":1400,"culture":30,"mana":2500,"influence":70},"category":"tier1","startWith":0,"tier":7910,"req":{"mana brewery":true,"more useful housing":true,"wizardry":true,"wizard wisdom":true,"Wizard complex":true,"belief in portals":true,"valid portal frame":true},"precededBy":["mana brewery","more useful housing","wizardry","wizard wisdom","Wizard complex","belief in portals","valid portal frame"],"leadsTo":["plain island building","construction II","burial in new world","2nd portal sky","2nd portal past"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"glass-crafting","displayName":"Glass-crafting","desc":"Your [kiln]s will be able to craft [glass] out of [sand]. //A window to the world...","icon":[7,1,"magixmod"],"type":"tech","cost":{"insight":45},"category":"tier1","startWith":0,"tier":225,"req":{"masonry":true,"smelting":true},"precededBy":["masonry","smelting"],"leadsTo":["concrete making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"churches","displayName":"Churches","desc":"Unlocks [church,Churches]. Another source of [faith].","icon":[7,2,"magixmod"],"type":"tech","cost":{"insight":135},"category":"tier1","startWith":0,"tier":935,"req":{"wizardry":true,"wizard wisdom":true},"precededBy":["wizardry","wizard wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"essence storages","displayName":"Essence storages","desc":"[magic essences] have to be stored somewhere, of course, so don't hesitate to store them! // Unlocks [water essence storage,Essence storages]. //And nobody knows why these look like hourglasses...even the creator of them.","icon":[5,0,"magixmod"],"type":"tech","cost":{"insight":100,"mana":300,"faith":8,"wand":1},"category":"tier1","startWith":0,"tier":1034,"req":{"mana brewery":true,"more useful housing":true,"wizardry":true},"precededBy":["mana brewery","more useful housing","wizardry"],"leadsTo":["superior winds","salty sand"],"effects":[{"type":"provide res","what":{"fire essence limit":1}},{"type":"provide res","what":{"water essence limit":1}},{"type":"provide res","what":{"lightning essence limit":1}},{"type":"provide res","what":{"dark essence limit":1}},{"type":"provide res","what":{"wind essence limit":1}},{"type":"provide res","what":{"nature essence limit":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65},{"name":"concrete making","displayName":"Concrete making","desc":"Use limestone and water to craft a concrete, an [advanced building materials,Advanced building material].","icon":[8,0,"magixmod"],"type":"tech","cost":{"insight":70},"category":"tier1","startWith":0,"tier":295,"req":{"masonry":true,"smelting":true,"glass-crafting":true},"precededBy":["masonry","smelting","glass-crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":66},{"name":"plain island building","displayName":"Plain island building","desc":"Unlocks a sheet of buildings which can only be built in your new dimension.","icon":[9,0,"magixmod"],"type":"tech","cost":{"insight":120,"plain island tablet":1},"category":"tier1","startWith":0,"tier":8031,"req":{"first portal to new world":true},"precededBy":["first portal to new world"],"leadsTo":["construction II","burial in new world","maths III","ink crafting","poetry","moar juices","will to know more","moderation","caretaking","map details","imprisonment II"],"effects":[],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":67},{"name":"construction II","displayName":"Construction II","desc":"@unlocks [floored house]s for your new island! These provide much more housing but are more limited. //Allows some mortal world units which use land to be set on [wtr], but with a very, very low risk of collapsing.","icon":[0,35,"magixmod",8,1,"magixmod"],"type":"tech","cost":{"insight":100},"category":"tier1","startWith":0,"tier":8131,"req":{"first portal to new world":true,"plain island building":true},"precededBy":["first portal to new world","plain island building"],"leadsTo":["cobalt-working","precious pottery","architects knowledge","baking","guilds unite","bigger kilns","city planning II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":68},{"name":"burial in new world","displayName":"Island burials","desc":"Provides a good use of the Plain Island. You may build now some cemetries which consume more [land of the Plain Island] (but will allow you to get many more [burial spot]s).","icon":[1,6,"magixmod"],"type":"tech","cost":{"insight":80},"category":"tier1","startWith":0,"tier":8111,"req":{"first portal to new world":true,"plain island building":true},"precededBy":["first portal to new world","plain island building"],"leadsTo":["better filtering","mirrors"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":69},{"name":"weaving II","displayName":"Weaving II","desc":"Upgrades the sewing skills of your civilization. @Unlocks [drying rack]s, which make [dried leather] used to craft better quality clothing. @Now artisans can sew [fishing net] @Clothier can craft [thread] that is required to craft a [fishing net].","icon":[0,35,"magixmod",13,5,"magixmod"],"type":"tech","cost":{"insight":380,"wisdom":10},"category":"upgrade","startWith":0,"tier":550,"req":{"wizardry":true,"sewing":true},"precededBy":["wizardry","sewing"],"leadsTo":["sewing II","weaving III","bigger kilns","costume-crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":70},{"name":"hunting II","displayName":"Hunting II","desc":"Upgrades hunting skills of your civilization. @Unlocks a way to craft a new weapon, allowing artisans to make [crossbow]s.","icon":[15,0,"magixmod"],"type":"tech","cost":{"insight":385,"wisdom":10},"category":"upgrade","startWith":0,"tier":550,"req":{"wizardry":true,"hunting":true},"precededBy":["wizardry","hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":71},{"name":"fishing II","displayName":"Fishing II","desc":"Upgrades fishing skills of your civilization. @Makes [fishing net] introduced into common use.","icon":[1,7,"magixmod"],"type":"tech","cost":{"insight":385,"wisdom":10},"category":"upgrade","startWith":0,"tier":550,"req":{"wizardry":true,"fishing":true},"precededBy":["wizardry","fishing"],"leadsTo":["hunting III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":72},{"name":"cobalt-working","displayName":"Cobalt-working","desc":"@[furnace]s can now make [cobalt ingot]s from [cobalt ore]","icon":[16,0,"magixmod"],"type":"tech","cost":{"insight":145},"category":"tier1","startWith":0,"tier":8306,"req":{"smelting":true,"construction II":true},"precededBy":["smelting","construction II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":73},{"name":"agriculture","displayName":"Agriculture","desc":"@Unlocks [wheat farm,Farms]. Later on, you will not only be able to produce [food] for your civilization, but also a variety of [magic essences,Essences] out of magical plants! @Since you may have trouble fitting all these farms in the mortal world, you will unlock some extra space to set them up later!","icon":[16,2,"magixmod"],"type":"tech","cost":{"insight":575},"category":"tier1","startWith":0,"tier":3295,"req":{"Wizard complex":true,"gardening":true},"precededBy":["Wizard complex","gardening"],"leadsTo":["juice-crafting","farm of the sugar cane","deeper wells","Farm of wheat","veggie fertilizer","gardening II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":74},{"name":"juice-crafting","displayName":"Juice-crafting","desc":"@Allows you to craft [juices] from [fruit], [sugar], and [water]. Be careful, however, as [juices] may spoil. [spoiled juices] make your people even more unhappy and unhealthy than normal muddy water.","icon":[16,4,"magixmod"],"type":"tech","cost":{"insight":450,"wisdom":50},"category":"tier1","startWith":0,"tier":3795,"req":{"agriculture":true,"gardening":true},"precededBy":["agriculture","gardening"],"leadsTo":["moar juices","juicy expertise","nutrition","meat diet"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":75},{"name":"farm of the sugar cane","displayName":"Farm of the sugar cane","desc":"Getting this will make [sugar cane] farms possible.","icon":[15,4,"magixmod",24,1],"type":"tech","cost":{"insight":495,"wisdom":50},"category":"tier1","startWith":0,"tier":3840,"req":{"agriculture":true,"gardening":true},"precededBy":["agriculture","gardening"],"leadsTo":["candy-crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":76},{"name":"precious pottery","displayName":"Precious pottery","desc":"@Improves pottery in your civilization, allowing people to craft more beautiful [precious pot]s and useful [potion pot]s. //These pots sure are really precious...","icon":[16,8,"magixmod"],"type":"tech","cost":{"insight":650,"wisdom":60},"category":"tier1","startWith":0,"tier":8841,"req":{"construction II":true},"precededBy":["construction II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":77},{"name":"alchemy","displayName":"Alchemy","desc":"@Now you may start a new adventure with...potions! //splash potions when though","icon":[16,9,"magixmod"],"type":"tech","cost":{"insight":720,"wisdom":60},"category":"tier1","startWith":0,"tier":9291,"req":{"maths III":true},"precededBy":["maths III"],"leadsTo":["terrain conservacy","medicaments brewing","alcohol brewing","mana brewery II","ingredient crafting","bigger potion pallet","combat potion & concoction brewing","alphabet 3/3","pumpkins II","families full of love","mana brewery III","alchemical fuels"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":78},{"name":"terrain conservacy","displayName":"Terrain conservacy","desc":"@Unlocks a subclass of [architect] whose job is to set up [alchemy zone]s. Some units will use [alchemy zone]s instead of [land]!","icon":[17,5,"magixmod",24,1],"type":"tech","cost":{"insight":940,"wisdom":60},"category":"tier1","startWith":0,"tier":11791,"req":{"alchemy":true,"map details":true},"precededBy":["alchemy","map details"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":79},{"name":"first aid","displayName":"First aid","desc":"@The [sick] and [wounded] will have a higher chance to recover, but require [first aid things]. [healer]s with the option to heal the wounded are now more efficient. This research generates [health] from [healer]s at a low rate.<>Also adds a new mode for [artisan]s that will let you craft [first aid things].","icon":[15,9,"magixmod"],"type":"tech","cost":{"insight":680,"wisdom":60},"category":"tier1","startWith":0,"tier":740,"req":{"better healing":true},"precededBy":["better healing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":80},{"name":"maths","displayName":"Maths","desc":"@people will know basic math, making them more intelligent and allowing them to have less problems with understanding more complex researches. @allows you to notate small numbers","icon":[17,1,"magixmod",22,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":65,"req":{"oral tradition":true,"writing":true},"precededBy":["oral tradition","writing"],"leadsTo":["maths II","tile inspection II"],"effects":[{"type":"provide res","what":{"cultural balance":-3}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":81},{"name":"maths II","displayName":"Maths II","desc":"@[population,People] will know more about math, making them even more intelligent. @Your [population,people] have a larger chance to understand more complex things. @improves your civilization's numeral system @introduces equations","icon":[0,35,"magixmod",17,1,"magixmod",23,1],"type":"tech","cost":{"insight":80},"category":"tier1","startWith":0,"tier":550,"req":{"oral tradition":true,"maths":true,"city planning":true},"precededBy":["oral tradition","maths","city planning"],"leadsTo":["maths III","physics","time measuring 1/2"],"effects":[{"type":"provide res","what":{"cultural balance":-6}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":82},{"name":"maths III","displayName":"Maths III","desc":"@increase the math skills of your civilization: required for further researching. <>@unlocks ways to calculate proportions which may be needed in chemistry or more complex witchery and wizardry. Depending on their [will to know more], they can know slightly more than that. @increases current equation knowledge and introduces functions //I would research it now!","icon":[1,35,"magixmod",18,4,"magixmod"],"type":"tech","cost":{"insight":360,"wisdom":10},"category":"tier1","startWith":0,"tier":8511,"req":{"oral tradition":true,"maths II":true,"plain island building":true},"precededBy":["oral tradition","maths II","plain island building"],"leadsTo":["alchemy","maths IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":83},{"name":"ink crafting","displayName":"Ink crafting","desc":"[artisan] will be able to craft [ink], which can be used by [poet]s. You can craft ink using a new [artisan] mode.","icon":[18,7,"magixmod"],"type":"tech","cost":{"insight":360},"category":"tier1","startWith":0,"tier":8391,"req":{"plain island building":true},"precededBy":["plain island building"],"leadsTo":["poetry","noting","bookwriting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":84},{"name":"poetry","displayName":"Poetry","desc":"A beautiful art of culture. Poems, stories, essays, novels and so much more can now be written down and be cherished for generations!","icon":[18,8,"magixmod"],"type":"tech","cost":{"insight":650,"culture":300,"inspiration":25},"category":"tier1","startWith":0,"tier":9366,"req":{"plain island building":true,"ink crafting":true},"precededBy":["plain island building","ink crafting"],"leadsTo":["better papercrafting recipe"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":85},{"name":"moar juices","displayName":"Moar juices","desc":"Allows you to craft [juices] out of [vegetable]s now.//Moar juice!!!","icon":[17,4,"magixmod"],"type":"tech","cost":{"insight":805},"category":"tier1","startWith":0,"tier":9911,"req":{"plain island building":true,"juice-crafting":true},"precededBy":["plain island building","juice-crafting"],"leadsTo":["more humid water"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":86},{"name":"medicaments brewing","displayName":"Medicaments brewing","desc":"[alchemist]s will now be able to craft medicaments out of [flowers,Various flowers] and [herb]s at their stands.","icon":[18,2,"magixmod"],"type":"tech","cost":{"insight":750},"category":"tier1","startWith":0,"tier":10041,"req":{"alchemy":true},"precededBy":["alchemy"],"leadsTo":["healing with brews","bigger potion pallet","combat potion & concoction brewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":87},{"name":"alcohol brewing","displayName":"Alcohol brewing","desc":"[alchemist]s will now be able to craft alcohol at their stands (using their own recipe). Alcohol can be used to craft trunks.","icon":[18,3,"magixmod"],"type":"tech","cost":{"insight":750},"category":"tier1","startWith":0,"tier":10041,"req":{"alchemy":true},"precededBy":["alchemy"],"leadsTo":["bigger potion pallet","combat potion & concoction brewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":88},{"name":"mana brewery II","displayName":"Mana brewery II","desc":"[alchemist]s will now be able to craft [mana] at their stands! To do it, they will use the same recipe as the [mana maker], producing the same amount.","icon":[0,35,"magixmod",19,2,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"tier1","startWith":0,"tier":10291,"req":{"alchemy":true},"precededBy":["alchemy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":89},{"name":"stronger faith","displayName":"Stronger faith","desc":"Unlocks the [cathedral], which requires [holy essence] as upkeep. Soothsayers will gain less [faith], but [church,Churches] will gain more than [soothsayer]s now!","icon":[19,3,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":18716,"req":{"Wizard complex":true,"7th essence":true,"ritualism":true},"precededBy":["Wizard complex","7th essence","ritualism"],"leadsTo":["stronger faith II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":90},{"name":"healing with brews","displayName":"Better healing brews","desc":"@[sick] people will have a larger chance to get recovered when treated by [healer]s that use [medicament brews,Brews]","icon":[19,6,"magixmod"],"type":"tech","cost":{"insight":650,"wisdom":60},"category":"tier1","startWith":0,"tier":10751,"req":{"better healing":true,"medicaments brewing":true},"precededBy":["better healing","medicaments brewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":91},{"name":"physics","displayName":"Physics","desc":"People that know how physics work will understand why towers are falling, why apples will fall, why some objects float while others sink, and much more. //Provides 2 [education]","icon":[13,10,"magixmod"],"type":"tech","cost":{"insight":1000,"science":1},"category":"tier1","startWith":0,"tier":1551,"req":{"maths II":true,"will to know more":true},"precededBy":["maths II","will to know more"],"leadsTo":["monument-building II","mo' floorz","spell of capacity","better house construction","physics II","dynamics","festive lights"],"effects":[{"type":"provide res","what":{"education":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":92},{"name":"monument-building II","displayName":"Monument-building II","desc":"@Unlocks the [temple of deities], a mid-legacy wonder. It is much bigger than than the [mausoleum] and may lead to victory!","icon":[0,35,"magixmod",14,10,"magixmod"],"type":"tech","cost":{"insight":1400,"culture":300,"spirituality":15,"faith":125},"category":"upgrade","startWith":0,"tier":3401,"req":{"construction":true,"burial":true,"culture of the afterlife":true,"physics":true},"precededBy":["construction","burial","culture of the afterlife","physics"],"leadsTo":["2nd portal sky","advanced casting","lovely monument","2nd portal past"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":93},{"name":"weapon blacksmithery","displayName":"Weapon blacksmithery","desc":"[blacksmith workshop,Blacksmiths] can now craft [metal weapons] (just like [metal tools]).","icon":[13,11,"magixmod",22,1],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":175,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":94},{"name":"armor blacksmithery","displayName":"Armor blacksmithery","desc":"[blacksmith workshop,Blacksmiths] can now craft [armor set]s (just like [metal tools]).","icon":[12,11,"magixmod",22,1],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":175,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":95},{"name":"mo' floorz","displayName":"Mo' floorz","desc":"Each [floored house] will gain a 4th floor, allowing them to fit 10 more [population,People] for every [floored house]. However, the chance for a house collapsing is increased by 1%.//nothing is better than the view from atop a floored house","icon":[14,11,"magixmod"],"type":"tech","cost":{"insight":750,"wisdom":15},"category":"upgrade","startWith":0,"tier":2316,"req":{"physics":true},"precededBy":["physics"],"leadsTo":["non-magical filters improvement","even mo' floorz"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":96},{"name":"spell of capacity","displayName":"Spell of capacity","desc":"Smart wizards figured out a spell which will increase the maximum food/material storage of [warehouse]s, [barn]s, [granary,Granaries], [storage pit]s, and [stockpile]s by 20%.","icon":[4,1,"magixmod",23,1],"type":"tech","cost":{"insight":750,"wisdom":15,"mana":100000,"wind essence":3000},"category":"upgrade","startWith":0,"tier":105316,"req":{"physics":true},"precededBy":["physics"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":97},{"name":"better house construction","displayName":"Better house construction","desc":"Without any requiring any more resources, you'll be able to compact the [land] usage of some houses. @You gain +1 [housing] from every 8 [house]s, @You gain +1 [housing] for every 5 [brick house with a silo,Brick houses].","icon":[8,11,"magixmod"],"type":"tech","cost":{"insight":750,"wisdom":15},"category":"upgrade","startWith":0,"tier":2316,"req":{"physics":true},"precededBy":["physics"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":98},{"name":"deeper wells","displayName":"Deeper wells","desc":"@[well]s provide 5% more water. Only boosts normal [well]s.","icon":[31,15,"magixmod"],"type":"tech","cost":{"insight":490,"wisdom":30},"category":"upgrade","startWith":0,"tier":3815,"req":{"agriculture":true},"precededBy":["agriculture"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":99},{"name":"prospecting II","displayName":"Prospecting II","desc":"@[mine]s can now dig in search of [nickel ore,Nickel] or focus on exclusively mining [various stones] with tripled efficiency.","icon":[11,12,"magixmod"],"type":"tech","cost":{"insight":270},"category":"upgrade","startWith":0,"tier":405,"req":{"prospecting":true,"mining":true,"a gift from the mausoleum":true},"precededBy":["prospecting","mining","a gift from the mausoleum"],"leadsTo":["quarrying II","platinum-working","nickel-working","bigger kilns","deep mining & quarrying"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":100},{"name":"quarrying II","displayName":"Quarrying II","desc":"@[quarry] can now dig for [various cut stones] using a new special mode. @Quarries are now able to gather [platinum ore,Platinum]","icon":[10,12,"magixmod"],"type":"tech","cost":{"insight":355},"category":"upgrade","startWith":0,"tier":780,"req":{"prospecting II":true,"quarrying":true},"precededBy":["prospecting II","quarrying"],"leadsTo":["quarrying III","prospecting III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":101},{"name":"platinum-working","displayName":"Platinum-working","desc":"@[furnace]s can now make [platinum ingot]s from [platinum ore]@[blacksmith workshop]s can now forge [platinum block]s out of [platinum ingot]s //not that huge in size though","icon":[5,11,"magixmod"],"type":"tech","cost":{"insight":120},"category":"tier1","startWith":0,"tier":570,"req":{"smelting":true,"prospecting II":true},"precededBy":["smelting","prospecting II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":102},{"name":"nickel-working","displayName":"Nickel-working","desc":"@[furnace]s can now make [hard metal ingot]s from [nickel ore].","icon":[1,12,"magixmod"],"type":"tech","cost":{"insight":100},"category":"tier1","startWith":0,"tier":550,"req":{"smelting":true,"prospecting II":true},"precededBy":["smelting","prospecting II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":103},{"name":"papercrafting","displayName":"Papercrafting","desc":"@unlocks the [Paper-crafting shack], which lets you create 3 types of paper:@papyrus out of [sugar cane] @pergamin out of [hide], [leather] @common paper out of [bamboo] with the help of a secret non-magic recipe","icon":[18,12,"magixmod"],"type":"tech","cost":{"insight":480,"wisdom":5},"category":"tier1","startWith":0,"tier":925,"req":{"city planning":true,"a gift from the mausoleum":true},"precededBy":["city planning","a gift from the mausoleum"],"leadsTo":["bookcrafting","better papercrafting recipe"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":104},{"name":"ingredient crafting","displayName":"Ingredient crafting","desc":"Alchemists can now craft a special ingredients for more advanced potions. They will use up [basic brews] and [misc materials].","icon":[17,9,"magixmod"],"type":"tech","cost":{"insight":500,"wisdom":5},"category":"tier1","startWith":0,"tier":9796,"req":{"alchemy":true},"precededBy":["alchemy"],"leadsTo":["dark-essenced ingredients","wind-essenced ingredients","nature-essenced ingredients"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":105},{"name":"2nd portal sky","displayName":"The second portal","desc":"After your people heard [the god's call], your wizards full of faith figured out a way to activate a portal to Paradise!","icon":[20,3,"magixmod"],"type":"tech","cost":{"insight":1595,"culture":300,"mana":2500,"influence":70,"spirituality":50,"population":1000},"category":"tier1","startWith":0,"tier":16386,"req":{"belief in portals":true,"first portal to new world":true,"the god's call":true,"monument-building II":true},"precededBy":["belief in portals","first portal to new world","the god's call","monument-building II"],"leadsTo":["paradise building","7th essence","automation","manufacturing","land acknowledge","treeplanting","cooking II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":106},{"name":"paradise building","displayName":"Paradise building","desc":"Unlocks a new sheet of buildings which can only be built in the newly opened Paradise. Also allows you to create [alchemy zone]s using [land of the Paradise]! //I'd construct...a huge campfire","icon":[19,13,"magixmod"],"type":"tech","cost":{"insight":4,"paradise tablet":1},"category":"tier1","startWith":0,"tier":16391,"req":{"2nd portal sky":true},"precededBy":["2nd portal sky"],"leadsTo":["7th essence","ambrosium treeplanting","ambrosium crafting","paradise crafting","explosive crafting & mining","intelligent blasting","bigger potion pallet","combat potion & concoction brewing","treeplanting","cooking II","paradise housing conceptions","paradise housing","Life-guiding","careful water storage"],"effects":[{"type":"provide res","what":{"industry point":800}},{"type":"show res","what":["industry point"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":107},{"name":"dark-essenced ingredients","displayName":"Dark-essenced ingredients","desc":"Unlocks a sheet of ingredients made with [dark essence] as a part of a mysterious recipe.","icon":[20,5,"magixmod"],"type":"tech","cost":{"insight":450,"dark essence":4000,"wisdom":10},"category":"tier1","startWith":0,"tier":14256,"req":{"ingredient crafting":true},"precededBy":["ingredient crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":108},{"name":"wind-essenced ingredients","displayName":"Wind-essenced ingredients","desc":"Unlocks a sheet of ingredients made with [wind essence] as a part of a mysterious recipe.","icon":[15,13,"magixmod"],"type":"tech","cost":{"insight":450,"wind essence":4000,"wisdom":10},"category":"tier1","startWith":0,"tier":14256,"req":{"ingredient crafting":true},"precededBy":["ingredient crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":109},{"name":"nature-essenced ingredients","displayName":"Nature-essenced ingredients","desc":"Unlocks a sheet of ingredients made with [nature essence] as a part of a mysterious recipe.","icon":[18,13,"magixmod"],"type":"tech","cost":{"insight":450,"nature essence":4000,"wisdom":10},"category":"tier1","startWith":0,"tier":14256,"req":{"ingredient crafting":true},"precededBy":["ingredient crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":110},{"name":"7th essence","displayName":"7th essence","desc":"Your people have discovered another essence which can be felt in the Paradise's air. @Unlocks the [holy wizard tower], which produces a new type of essence!//But shouldn't holy essence vaporize dark essence?","icon":[20,6,"magixmod",8,12,23,1],"type":"tech","cost":{"insight":1325},"category":"tier1","startWith":0,"tier":17716,"req":{"2nd portal sky":true,"paradise building":true},"precededBy":["2nd portal sky","paradise building"],"leadsTo":["stronger faith","7th complex tower","gt1","gt2","gt3","gt4","gt5","at1","at2","at3","at4","at5"],"effects":[{"type":"provide res","what":{"science":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":111},{"name":"7th complex tower","displayName":"7th complex tower","desc":"Due to the 7th essence being discovered, [Wizard Complex,Wizard Complexes] can build up a new tower specifically for it.@Getting this will make each [Wizard Complex] use an additional 6 [mana] for separate collection of [holy essence], but provide more [housing]!","icon":[20,8,"magixmod"],"type":"tech","cost":{"insight":695},"category":"tier1","startWith":0,"tier":18411,"req":{"7th essence":true,"Wizard complex":true},"precededBy":["7th essence","Wizard complex"],"leadsTo":["stronger faith II"],"effects":[],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":112},{"name":"architects knowledge","displayName":"Architectural information","desc":"[architect,Architects] will now be able to build [brick house with a silo,Brick houses] and [floored house]s.","icon":[21,7,"magixmod"],"type":"tech","cost":{"insight":668,"wisdom":2},"category":"upgrade","startWith":0,"tier":8801,"req":{"construction II":true},"precededBy":["construction II"],"leadsTo":["city planning II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":113},{"name":"bookcrafting","displayName":"Bookcrafting","desc":"[artisan]s will now be able to craft [empty book,Books]. //By the way, there's really no hard limit to how long these descriptions can be (well, until you hit the string limit or something weird like that). Let's go: Konrad Wallenrod is an 1828 narrative poem, in Polish, by Adam Mickiewicz, set in the 14th-century Grand Duchy of Lithuania. Mickiewicz wrote it, while living in St. Petersburg, Russia, in protest against the late-18th-century partitioning of the Polish-Lithuanian Commonwealth by the Russian Empire, the Kingdom of Prussia, and the Habsburg Monarchy. Mickiewicz had been exiled to St. Petersburg for his participation in the Philomaths organization at Vilnius University. The poem helped inspire the Polish November 1830 Uprising against Russian rule. Though its subversive theme was apparent to most readers, the poem escaped censorship due to conflicts among the censors and, in the second edition, a prefatory homage to Tsar Nicholas I. Though Mickiewicz later disparaged the work, its cultural influence in Poland persists.
    Anyway, how's your day been?
    ","icon":[12,12,"magixmod"],"type":"tech","cost":{"insight":325},"category":"tier1","startWith":0,"tier":1250,"req":{"papercrafting":true},"precededBy":["papercrafting"],"leadsTo":["noting","bookwriting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":114},{"name":"noting","displayName":"Noting","desc":"[population,People] can now write notes to preseve and remember things and tasks! //note 48255","icon":[21,6,"magixmod"],"type":"tech","cost":{"insight":300},"category":"tier1","startWith":0,"tier":9501,"req":{"bookcrafting":true,"ink crafting":true},"precededBy":["bookcrafting","ink crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":115},{"name":"bookwriting","displayName":"Bookwriting","desc":"[florist's notes] and [poet's notes] may now be written into a book. @unlocks the [lodge of writers], who will convert their notes into books","icon":[12,13,"magixmod"],"type":"tech","cost":{"insight":300},"category":"tier1","startWith":0,"tier":9501,"req":{"bookcrafting":true,"ink crafting":true},"precededBy":["bookcrafting","ink crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":116},{"name":"better influence & authority","displayName":"Better influence & authority","desc":"Unlocks the [lawyer] and [mediator] roles. A [mediator] will solve conflicts and gain [happiness] from solving them, while a [lawyer] will copy and share the code of law.","icon":[21,0,"magixmod"],"type":"tech","cost":{"insight":1015},"category":"upgrade","startWith":0,"tier":3735,"req":{"Wizard complex":true},"precededBy":["Wizard complex"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":117},{"name":"ambrosium treeplanting","displayName":"Ambrosium treeplanting","desc":"@Unlocks the [holy orchard] from which you can get [ambrosium leaf,Ambrosium leaves].","icon":[21,11,"magixmod"],"type":"tech","cost":{"insight":1015},"category":"tier1","startWith":0,"tier":17406,"req":{"paradise building":true,"land acknowledge":true,"treeplanting":true},"precededBy":["paradise building","land acknowledge","treeplanting"],"leadsTo":["ambrosium crafting","paradise crafting","explosive crafting & mining","intelligent blasting","ancestors world crafting","soil for moisture-loving plants"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":118},{"name":"ambrosium crafting","displayName":"Ambrosium crafting","desc":"@Unlocks the [ambrosium shard shack], which can craft [ambrosium shard]s with the use of [mana], [cloudy water], and [ambrosium leaf,Ambrosium leaves].","icon":[13,14,"magixmod"],"type":"tech","cost":{"insight":980},"category":"tier1","startWith":0,"tier":18386,"req":{"ambrosium treeplanting":true,"paradise building":true},"precededBy":["ambrosium treeplanting","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":119},{"name":"paradise crafting","displayName":"Paradise crafting","desc":"@Some buildings / crafting shacks from mortal world can be built in Paradise as a separated unit.","icon":[0,14,"magixmod",21,15,"magixmod"],"type":"tech","cost":{"insight":650},"category":"tier1","startWith":0,"tier":18056,"req":{"ambrosium treeplanting":true,"paradise building":true},"precededBy":["ambrosium treeplanting","paradise building"],"leadsTo":["cloudy water filtering","moderated workstation planning","workstation planning","dark side","tool refinery 1/2","at(ct)","magical hive frames"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":120},{"name":"explosive crafting & mining","displayName":"Explosive crafting & mining","desc":"Unlocks the [explosive mine] (well, you also need [intelligent blasting]). @Unlocks the [pyro-artisan] (an artisan for [light explosives,Explosives], which requires [sulfur] for explosion power). Mines will start gathering some [sulfur] with the ALL modes selected. Both [mine] and [mine of the plain island] can gather it.","icon":[20,15,"magixmod"],"type":"tech","cost":{"insight":850,"wisdom":10},"category":"tier1","startWith":0,"tier":18266,"req":{"ambrosium treeplanting":true,"paradise building":true},"precededBy":["ambrosium treeplanting","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":121},{"name":"intelligent blasting","displayName":"Intelligent blasting","desc":"Unlocks the [explosive mine]. With [light explosives,Explosives], miners will be able to, well, blast off underground! These mines cannot be prospected, but they still can be turned on/off. These mines have a larger rate of accidents than normal [mine]s!","icon":[14,15,"magixmod"],"type":"tech","cost":{"insight":850,"science":1,"wisdom":9},"category":"tier1","startWith":0,"tier":18266,"req":{"ambrosium treeplanting":true,"paradise building":true},"precededBy":["ambrosium treeplanting","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":122},{"name":"bigger potion pallet","displayName":"Bigger potion pallet","desc":"Unlocks more potion types. These are [combat potions], which are throwable and may be used in battle. This unlocks [jar for concoctions,Concoctions], which are used to craft other potions. Unlocks stands, which allow you to craft pots for these types of potion out of a [potion pot].","icon":[21,16,"magixmod"],"type":"tech","cost":{"insight":850,"science":1,"wisdom":9},"category":"tier1","startWith":0,"tier":20022,"req":{"alcohol brewing":true,"medicaments brewing":true,"alchemy":true,"paradise building":true},"precededBy":["alcohol brewing","medicaments brewing","alchemy","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":123},{"name":"combat potion & concoction brewing","displayName":"Combat potion & concoction brewing","desc":"Allows you to craft basic 4 [combat potions] and 2 [jar for concoctions,Concoctions] with new stands.","icon":[20,16,"magixmod"],"type":"tech","cost":{"insight":850,"science":1,"wisdom":9},"category":"tier1","startWith":0,"tier":20022,"req":{"alcohol brewing":true,"medicaments brewing":true,"alchemy":true,"paradise building":true},"precededBy":["alcohol brewing","medicaments brewing","alchemy","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":124},{"name":"dark wonder","displayName":"Dark wonder","desc":"Unlocks [the cemetarium]: the dark wonder. //You do not have to stay on its grounds to feel a trembling fear of this place...","icon":[22,3,"magixmod"],"type":"tech","cost":{"insight":770,"science":1,"wisdom":9},"category":"tier1","startWith":0,"tier":780,"req":{"revenants":true},"precededBy":["revenants"],"leadsTo":["hope of revenant abandoning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":125},{"name":"hope of revenant abandoning","displayName":"Hope of revenant abandoning","desc":"[happiness] harm from [wild corpse]s and [corpse]s is halved.","icon":[22,5,"magixmod"],"type":"tech","cost":{"insight":955,"science":1,"wisdom":9,"cemetarium construction point":250},"category":"upgrade","startWith":0,"tier":1995,"req":{"revenants":true,"dark wonder":true},"precededBy":["revenants","dark wonder"],"leadsTo":["liberating darkness"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":126},{"name":"better papercrafting recipe","displayName":"Better papercrafting recipe","desc":"Increases the amount of [paper] crafted in shacks by +40%. If you get [moderation] you get an additional 8%, while with [caretaking] you get just 4%.","icon":[8,12,14,12,"magixmod",21,15,"magixmod"],"type":"tech","cost":{"insight":846,"wisdom":9},"category":"upgrade","startWith":0,"tier":10706,"req":{"papercrafting":true,"poetry":true},"precededBy":["papercrafting","poetry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":127},{"name":"art of cooking","displayName":"Art of cooking","desc":"Unlocks the [chef]. Chefs know the delicate art of cooking tasty dishes and may make delectable [meals] for your people! [meals] can make people even happier and healthier.","icon":[23,13,"magixmod"],"type":"tech","cost":{"insight":535,"wisdom":30,"culture":400,"inspiration":200},"category":"tier1","startWith":0,"tier":1165,"req":{"cooking II":true},"precededBy":["cooking II"],"leadsTo":["art of cooking II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":128},{"name":"Farm of wheat","displayName":"Farm of wheat","desc":"Unlocks the [wheat farm], which gives you lots of [wheat].","icon":[23,12,"magixmod"],"type":"tech","cost":{"insight":420},"category":"tier1","startWith":0,"tier":3715,"req":{"agriculture":true},"precededBy":["agriculture"],"leadsTo":["flour-crafting I","flour-crafting II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":129},{"name":"flour-crafting I","displayName":"Flour-crafting I","desc":"
  • Unlocks a mode for [artisan] that allows you to process [wheat] into [flour].
  • ","icon":[9,7,"magixmod"],"type":"tech","cost":{"insight":685},"category":"tier1","startWith":0,"tier":4400,"req":{"Farm of wheat":true},"precededBy":["Farm of wheat"],"leadsTo":["flour-crafting II","baking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":130},{"name":"flour-crafting II","displayName":"Flour-crafting II","desc":"
  • Unlocks the [windmill]. Uses [land] but can process way more [wheat] at a time!
  • ","icon":[0,35,"magixmod",22,11,"magixmod"],"type":"tech","cost":{"insight II":10},"category":"tier2","startWith":0,"tier":4410,"req":{"Farm of wheat":true,"flour-crafting I":true,"eotm":true},"precededBy":["Farm of wheat","flour-crafting I","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":131},{"name":"baking","displayName":"Baking","desc":"
  • Unlocks the [bakery]. To bake [bread] more effectively, however, you will need more upgrades!//For now, your people will have a high chance to fail [bread]-baking, making it neither edible nor nutritious.
  • ","icon":[9,8,"magixmod"],"type":"tech","cost":{"insight":600},"category":"tier1","startWith":0,"tier":10411,"req":{"flour-crafting I":true,"construction II":true},"precededBy":["flour-crafting I","construction II"],"leadsTo":["baking II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":132},{"name":"baking II","displayName":"Baking II","desc":"
  • Baking [bread] is way more successful.
  • //Not only does the [bread] actually look like its edible now, but you'll also produce bread faster.","icon":[0,35,"magixmod",22,12,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"tier2","startWith":0,"tier":10426,"req":{"baking":true,"eotm":true},"precededBy":["baking","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":133},{"name":"battling thieves","displayName":"Battling thieves","desc":"Bad news...someone committed a crime...it is time to fight against the average [thief]. @Allows you to hire [guard]s that attempt to stop [thief,Thieves] in their tracks.","icon":[22,16,"magixmod"],"type":"tech","cost":{"insight":90},"category":"tier1","startWith":0,"tier":105,"req":{"hunting":true,"tribalism":false},"precededBy":["hunting"],"leadsTo":["coordination","punish the grinch!"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":134},{"name":"culture rise","displayName":"Culture rise","desc":"Makes the [fortress of cultural legacy] increase the power of [culture,cultural units].","icon":[22,17,"magixmod"],"type":"tech","cost":{"insight":70,"fortress construction point":200},"category":"upgrade","startWith":0,"tier":270,"req":{"cultural roots":true},"precededBy":["cultural roots"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":135},{"name":"trustworthy influence","displayName":"Trustworthy influence","desc":"Makes the [pagoda of democracy] increase the power of [influence,influence gathering units] by increasing the gain of [chieftain]s and [clan leader]s by 5%.","icon":[21,17,"magixmod"],"type":"tech","cost":{"insight":25,"pagoda construction point":200},"category":"upgrade","startWith":0,"tier":225,"req":{"political roots":true},"precededBy":["political roots"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":136},{"name":"knowledgeable","displayName":"Knowledgeable","desc":"Makes the [complex of dreamers] increase the power of [dreamer]s a little more. In addition, it directly adds 7,500 to your total [housing]. Let it have something from the [Wizard Complex]...","icon":[23,17,"magixmod"],"type":"tech","cost":{"complex construction point":200},"category":"upgrade","startWith":0,"tier":200,"req":{"roots of insight":true},"precededBy":["roots of insight"],"effects":[{"type":"provide res","what":{"housing":7500}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":137},{"name":"water filtering","displayName":"Water filtering","desc":"Obtaining this tech will make you fulfill one of two requirements to start cleaning [muddy water] and making [water] from it. <>The other one is obtaining [caretaking] or [moderation].","icon":[25,16,"magixmod"],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":80,"req":{"bows":true,"a gift from the mausoleum":true},"precededBy":["bows","a gift from the mausoleum"],"leadsTo":["better filtering","cloudy water filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":138},{"name":"better filtering","displayName":"Better filtering","desc":"Water filtrating units such as [water filter]s and [;water filter,its Moderation version] that can convert [muddy water] into potable [water] work 75% faster!","icon":[25,15,"magixmod"],"type":"tech","cost":{"insight":520,"wisdom":15},"category":"upgrade","startWith":0,"tier":8706,"req":{"water filtering":true,"burial in new world":true},"precededBy":["water filtering","burial in new world"],"leadsTo":["non-magical filters improvement"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":139},{"name":"non-magical filters improvement","displayName":"Non-magical filters improvement","desc":"Water filtrating units that can convert [muddy water] into potable [water], such as [water filter] and [;water filter,its Moderation version] will work 75% faster! //Upgrades, people, upgrades.","icon":[25,14,"magixmod"],"type":"tech","cost":{"insight":405,"wisdom":15},"category":"upgrade","startWith":0,"tier":11002,"req":{"better filtering":true,"mo' floorz":true},"precededBy":["better filtering","mo' floorz"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":140},{"name":"cloudy water filtering","displayName":"Cloudy water filtering","desc":"Obtaining this tech will unlock a way for you to make [cloudy water] turn into [water].<>While converting [cloudy water] into [water], you may obtain small pieces of a [cloud].","icon":[25,13,"magixmod"],"type":"tech","cost":{"insight":120,"wisdom":30,"water":-210},"category":"upgrade","startWith":0,"tier":18056,"req":{"water filtering":true,"paradise crafting":true},"precededBy":["water filtering","paradise crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":141},{"name":"faithful cloudy water filtering","displayName":"Faithful cloudy water filtering","desc":"Improve your [cloudy water] filters, making them 10% faster!","icon":[25,10,"magixmod"],"type":"tech","cost":{"insight":700,"wisdom":50,"faith":180,"cloud":600},"category":"upgrade","startWith":0,"tier":1530,"req":{"gt1":true},"precededBy":["gt1"],"leadsTo":["magical filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":142},{"name":"magical filtering","displayName":"Magical filtering","desc":"Using a little bit of magic for filtering will make filters that convert [cloudy water] or [muddy water] work 75% faster.<>Upkeep costs won't increase.","icon":[25,8,"magixmod"],"type":"tech","cost":{"insight":1300,"wisdom":25,"water essence":2500,"cloud":2000},"category":"upgrade","startWith":0,"tier":7355,"req":{"gt1":true,"gt2":true,"faithful cloudy water filtering":true},"precededBy":["gt1","gt2","faithful cloudy water filtering"],"leadsTo":["magical filtering II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":143},{"name":"improved furnace construction","displayName":"Improved furnace construction","desc":"People figured a way to make [furnace]s produce more by improving their design without any cost increases. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [furnace]s will work 20% more efficient. <>If they have chosen [caretaking], then [furnace]s will work 10% more efficient.","icon":[1,18,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":1000,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"leadsTo":["mining strategy","safer explosive usage"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":144},{"name":"focused gathering","displayName":"Focused gathering","desc":"[gatherer]s were always thinking that they can gather more. This tech is another chance for them. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [gatherer]s will gather 7.5% more. <>If they have chosen [caretaking], then [gatherer]s will work 12.5% more.","icon":[2,18,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":1000,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":145},{"name":"bigger fires","displayName":"Bigger fires","desc":"[firekeeper]s figured out how to make bigger fires. They will need to use more [stick]s but most important thing is that there will be profit <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [firekeeper]s will work 5% more efficient. <>If they have chosen [caretaking], then [firekeeper]s will work 8% more efficient.","icon":[3,18,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":1000,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":146},{"name":"motivation for artisans","displayName":"Motivation for artisans","desc":"[artisan]'s successful work made him work harder and become motivated. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [artisan]s will work 8% more efficient. <>If they have chosen [caretaking], then [artisan]s will work 4% more efficient. <>This doesn't include [artisan of juice] and [pyro-artisan]!","icon":[4,18,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":1000,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":147},{"name":"advanced casting","displayName":"Advanced casting","desc":"[blacksmith workshop,Blacksmiths] will get taught to be more exact and work more effectively. They may now craft basic industry gear and other things which they couldn't craft before.","icon":[5,18,"magixmod"],"type":"tech","cost":{"insight":830},"category":"tier1","startWith":0,"tier":4261,"req":{"smelting":true,"masonry":true,"monument-building II":true},"precededBy":["smelting","masonry","monument-building II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":148},{"name":"automation","displayName":"Automation","desc":"[moderation] is a path where people are going for automation to produce more and do less. Therefore, people will try to figure out ways to automate production.","icon":[6,18,"magixmod"],"type":"tech","cost":{"insight":1000,"wisdom":15,"inspiration":5,"culture":80,"influence":205},"category":"tier1","startWith":0,"tier":17691,"req":{"2nd portal sky":true,"moderation":true},"precededBy":["2nd portal sky","moderation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":149},{"name":"manufacturing","displayName":"Manufacturing","desc":"[caretaking] is a path where people are going for a long life. They do not care about production and automation as much and prefer manual work. However, getting this technology allows you to begin the process of finding new units!","icon":[7,18,"magixmod"],"type":"tech","cost":{"insight":1000,"wisdom":15,"inspiration":10,"culture":75,"influence":205},"category":"tier1","startWith":0,"tier":17691,"req":{"2nd portal sky":true,"caretaking":true},"precededBy":["2nd portal sky","caretaking"],"leadsTo":["manufacture units I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":150},{"name":"moderated workstation planning","displayName":"Moderated workstation planning","desc":"People lead by [moderation] want the exact plans of building. It leads to more advanced constructions.","icon":[11,18,"magixmod"],"type":"tech","cost":{"insight":995,"wisdom":5},"category":"tier1","startWith":0,"tier":19056,"req":{"paradise crafting":true,"moderation":true,"measuring system":true},"precededBy":["paradise crafting","moderation","measuring system"],"leadsTo":["factories I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":151},{"name":"workstation planning","displayName":"Workstation planning","desc":"People lead by [caretaking] do not need exact plans of building. They are interested in how many people it needs and where components will be arranged without super exact descriptions.","icon":[12,18,"magixmod"],"type":"tech","cost":{"insight":995,"wisdom":5},"category":"tier1","startWith":0,"tier":19056,"req":{"paradise crafting":true,"caretaking":true,"measuring system":true},"precededBy":["paradise crafting","caretaking","measuring system"],"leadsTo":["manufacture units I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":152},{"name":"manufacture units I","displayName":"Manufacture units I","desc":"Unlocks the [hut of potters] and [hovel of colours]. <>Note: If you will obtain this tech, [potter]s and [artisan]s on the Craft dyes mode will become useless and won't produce anything anymore. ","icon":[17,18,"magixmod"],"type":"tech","cost":{"insight":750,"wisdom":5,"stone":1365},"category":"tier1","startWith":0,"tier":22481,"req":{"workstation planning":true,"manufacturing":true},"precededBy":["workstation planning","manufacturing"],"leadsTo":["manufacture units II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":153},{"name":"factories I","displayName":"Factories I","desc":"Unlocks the [factory of pots] and [leather factory].<>Note: If you will obtain this tech, [potter]s and [clothier]s that are crafting [leather] and [drying rack]s will become useless and won't produce anything anymore.","icon":[18,18,"magixmod"],"type":"tech","cost":{"insight":750,"wisdom":5},"category":"tier1","startWith":0,"tier":19811,"req":{"moderated workstation planning":true,"moderation":true},"precededBy":["moderated workstation planning","moderation"],"leadsTo":["factories II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":154},{"name":"third passage to new world","displayName":"Third passage to new world","desc":"May unlocking the mysterious [New world,Third new world] begin!","icon":[12,19,"magixmod"],"type":"tech","cost":{"insight":785,"wisdom":5,"influence":175,"authority":10,"spirituality":25},"category":"tier1","startWith":0,"tier":1000,"req":{"dark side":true},"precededBy":["dark side"],"leadsTo":["underworld building 1/2","underworld building 2/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":155},{"name":"underworld building 1/2","displayName":"Underworld building 1/2","desc":"Allows you to build some stuff in the Underworld. Starts attracting 6 random Devil's traits...","icon":[27,3,"magixmod",14,19,"magixmod"],"type":"tech","cost":{"insight":90,"new world point":400},"category":"tier1","startWith":0,"tier":1490,"req":{"third passage to new world":true,"a feeling from the Underworld":true},"precededBy":["third passage to new world","a feeling from the Underworld"],"leadsTo":["underworld building 2/2","dt1","dt2","dt3","dt4","dt5","dt6","dt7","dt8","dt9","dt10","dt11","dt12","dt13","dt14","dt15","dt16","dt17","dt18"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":156},{"name":"underworld building 2/2","displayName":"Underworld building 2/2","desc":"Allows you to build some more stuff in the Underworld.","icon":[27,2,"magixmod",14,19,"magixmod"],"type":"tech","cost":{"insight":100,"new world point":6,"underworld tablet":1},"category":"tier1","startWith":0,"tier":1597,"req":{"third passage to new world":true,"a feeling from the Underworld":true,"underworld building 1/2":true},"precededBy":["third passage to new world","a feeling from the Underworld","underworld building 1/2"],"leadsTo":["physics II","eotm","power from beneath"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":157},{"name":"physics II","displayName":"Physics II","desc":"@People understand physics and weird anomalies in the world more. @provides 5 [education]","icon":[0,35,"magixmod",21,19,"magixmod"],"type":"tech","cost":{"insight":1100,"science":4,"culture":100},"category":"tier1","startWith":0,"tier":4352,"req":{"physics":true,"will to know more":true,"underworld building 2/2":true},"precededBy":["physics","will to know more","underworld building 2/2"],"leadsTo":["even mo' floorz","maths IV","parallel theory 1/3","parallel theory 2/3","dynamics II","physics III","faster understanding"],"effects":[{"type":"provide res","what":{"education":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":158},{"name":"even mo' floorz","displayName":"Even mo' floorz","desc":"[floored house]s will have gain 2 additional floors (which will allow 20 more people to live in each [floored house]), increasing its total capacity to 60.","icon":[16,19,"magixmod"],"type":"tech","cost":{"insight II":30,"science":5,"culture II":5},"category":"upgrade","startWith":0,"tier":5157,"req":{"physics II":true,"mo' floorz":true},"precededBy":["physics II","mo' floorz"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":159},{"name":"moderated carpentry","displayName":"Moderated carpentry","desc":"[carpenter workshop]s use more materials and [land] but its production is tripled. <>It also applies visual changes to both Paradise and normal [carpenter workshop]s because this tech will boost both types (however, the [wtr] edition is not boosted).","icon":[29,16,"magixmod"],"type":"tech","cost":{"insight II":10},"category":"tier2","startWith":0,"tier":35,"req":{"moderation":true,"eotm":true,"oil-digging":true},"precededBy":["moderation","eotm","oil-digging"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":160},{"name":"richer language","displayName":"Richer language","desc":"The language that everyone uses for everyday life will become even richer. Your people will develop a more advanced grammar, a larger vocabulary, and more terms for describing objects and others! @provides 10 [wisdom II] //This is some sign of someone really smart, isn't it? They have a world that has over 20 synonyms. Can you believe it?","icon":[27,7,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"tier2","startWith":0,"tier":25,"req":{"eotm":true,"language":true},"precededBy":["eotm","language"],"leadsTo":["Improved rhetoric","code of law II","focused scouting","symbolism II","trees of faith II"],"effects":[{"type":"provide res","what":{"wisdom II":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":161},{"name":"Improved rhetoric","displayName":"Improved rhetoric","desc":"People will use more words while communicating. They will do their best to make the language and vocabulary survive through many future generations. @provides 10 [wisdom II] @provides 5 [inspiration II]","icon":[27,8,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"tier2","startWith":0,"tier":40,"req":{"eotm":true,"richer language":true,"speech":true},"precededBy":["eotm","richer language","speech"],"leadsTo":["ritualism II","bigger kilns","symbolism II"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":162},{"name":"code of law II","displayName":"Code of law II","desc":"The [code of law] will get more exact and specific. This new [code of law] will result in more complex punishment systems for potential burglars to ensure justice is served. @provides 3 [authority II]","icon":[0,35,"magixmod",27,6,"magixmod"],"type":"tech","cost":{"insight II":10,"influence II":4,"culture II":6},"category":"tier2","startWith":0,"tier":165,"req":{"eotm":true,"richer language":true,"code of law":true},"precededBy":["eotm","richer language","code of law"],"leadsTo":["guilds unite","glory","policy revaluation"],"effects":[{"type":"provide res","what":{"authority II":3}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":163},{"name":"sewing II","displayName":"Sewing II","desc":"@[clothier]s will be able to sew [hardened clothes] (with [weaving III]) @this clothing type will require a piece of [dried leather] and some [thread]s","icon":[0,35,"magixmod",27,9,"magixmod"],"type":"tech","cost":{"insight II":10},"category":"upgrade","startWith":0,"tier":580,"req":{"weaving":true,"weaving II":true,"eotm":true},"precededBy":["weaving","weaving II","eotm"],"leadsTo":["weaving III"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":164},{"name":"weaving III","displayName":"Weaving III","desc":"Upgrades the sewing skills of your civilization again! @[clothier]s can craft [hardened clothes] when they learn how to weave better and more durable clothing.","icon":[1,35,"magixmod",27,12,"magixmod"],"type":"tech","cost":{"insight II":20},"category":"upgrade","startWith":0,"tier":600,"req":{"wizardry":true,"sewing II":true,"weaving II":true,"eotm":true},"precededBy":["wizardry","sewing II","weaving II","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":165},{"name":"magical soil","displayName":"Magical soil","desc":"People can craft a new type of soil using the one from the first island. On this new soil, people will be able to plant magic plants that can gather [magic essences] for you! These use the same amount of [land of the Plain Island] as other farms there, but provide [mana] and [magic essences,Various magic essences] instead!","icon":[27,18,"magixmod"],"type":"tech","cost":{"insight II":15,"science":1},"category":"tier2","startWith":0,"tier":166,"req":{"wizardry":true,"eotm":true},"precededBy":["wizardry","eotm"],"leadsTo":["seed-enchanting","grain fertilizer","smokers & Windferns","withering tulips & Watorchids","lightlily & Naturdaisy","holy roses farm","gt6","more capacious racks","nutritious magical soil","master mana-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":166},{"name":"seed-enchanting","displayName":"Seed-enchanting","desc":"@unlocks a new mode for [artisan] that will allow them to enchant [seeds], turning them into [essenced seeds]! Planting and taking care of these special items will enable you to plant magical plants that help you gather essences.","icon":[27,17,"magixmod"],"type":"tech","cost":{"insight II":20,"science":2},"category":"tier2","startWith":0,"tier":188,"req":{"eotm":true,"magical soil":true},"precededBy":["eotm","magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":167},{"name":"ritualism II","displayName":"Ritualism II","desc":"@provides 3 [spirituality II] @[wisdom rituals] and [flower rituals] can be activated again, but these rituals will require [faith II] as upkeep rather than [faith] @[soothsayer]s and [druid]s will change icons now <>Simple practices, eroded and polished by long time, may turn into rites and traditions!","icon":[0,35,"magixmod",27,5,"magixmod"],"type":"tech","cost":{"culture II":5,"faith II":2,"insight II":10,"influence II":2,"faith":6},"category":"religion","startWith":0,"tier":80,"req":{"oral tradition":true,"ritualism":true,"eotm":true,"Improved rhetoric":true},"precededBy":["oral tradition","ritualism","eotm","Improved rhetoric"],"leadsTo":["symbolism II","music","spiritual piety","policy revaluation","carols"],"effects":[{"type":"provide res","what":{"spirituality II":3}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":168},{"name":"grain fertilizer","displayName":"Grain fertilizer","desc":"Multiplies the efficiency of all [bakery,Bakeries], [wheat farm]s, and [windmill]s by 1.5.","icon":[27,4,"magixmod"],"type":"tech","cost":{"insight II":30},"category":"upgrade","startWith":0,"tier":196,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":169},{"name":"smokers & Windferns","displayName":"Smokers & Windferns","desc":"Unlocks new farms for the first island. At these farms, you can farm [fire essence] and [wind essence] out of plants that need 'em. People get their seeds and petals and then disenchant it, gaining desired essence.","icon":[27,16,"magixmod"],"type":"tech","cost":{"insight II":12,"faith II":1,"culture II":2},"category":"tier2","startWith":0,"tier":181,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":170},{"name":"withering tulips & Watorchids","displayName":"Withering tulips & Watorchids","desc":"Unlocks new farms! At these farms you can farm [dark essence] and [water essence] out of plants that need 'em. People get their seeds and petals and then disenchant it, gaining desired essence.","icon":[27,15,"magixmod"],"type":"tech","cost":{"insight II":8,"faith II":1,"culture II":1},"category":"tier2","startWith":0,"tier":176,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":171},{"name":"lightlily & Naturdaisy","displayName":"Lightlily & Naturdaisy","desc":"Unlocks new farms! On them you can farm [lightning essence] and [nature essence] out of plants that need 'em. People get their seeds and petals and then disenchant it, gaining desired essence.","icon":[27,14,"magixmod"],"type":"tech","cost":{"insight II":12,"faith II":1,"culture II":2},"category":"tier2","startWith":0,"tier":181,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":172},{"name":"holy roses farm","displayName":"Holy roses farm","desc":"Unlocks the [holy essence] farm! There people plant seeds of the Holy rose that grow and emit some special light (like a firefly). People get their seeds and petals and then disenchant it, which gives desired essence.","icon":[27,13,"magixmod"],"type":"tech","cost":{"insight II":8,"faith II":1,"culture II":1},"category":"tier2","startWith":0,"tier":176,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":173},{"name":"water construction","displayName":"Water construction","desc":"@unlocks [shelter on water,Shelters on water] and [stockpile on water,Stockpiles on water] //Hey...is that a dolphin swimming underneath my house?","icon":[36,21,"magixmod"],"type":"tech","cost":{"insight":70},"category":"tier1","startWith":0,"tier":340,"chance":10,"req":{"construction":true},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":193},{"name":"firework crafting","displayName":"Firework crafting","desc":"@unlocks the [artisan of new year]. //New year, new adventures","icon":[0,0,"seasonal"],"type":"tech","cost":{"insight":30},"category":"seasonal","startWith":0,"tier":30,"req":{"culture of celebration":true,"tribalism":false},"precededBy":["culture of celebration"],"leadsTo":["firework launching","dark essenced fireworks"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":231},{"name":"firework launching","displayName":"Firework launching","desc":"@unlocks the [firework launcher]. This allows the [artisan of new year] to craft [firecracker]s. //Boom","icon":[17,0,"seasonal"],"type":"tech","cost":{"insight":70},"category":"seasonal","startWith":0,"tier":100,"req":{"culture of celebration":true,"firework crafting":true,"tribalism":false},"precededBy":["culture of celebration","firework crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":232},{"name":"dark essenced fireworks","displayName":"Dark essenced fireworks","desc":"@[artisan of new year] can now craft [dark orange firework]s and [dark blue firework]s. Luckily for you, these do not consume any [dark essence,Essence]!","icon":[16,0,"seasonal"],"type":"tech","cost":{"insight":400},"category":"seasonal","startWith":0,"tier":3150,"req":{"culture of celebration":true,"firework crafting":true,"Wizard complex":true,"tribalism":false},"precededBy":["culture of celebration","firework crafting","Wizard complex"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":233},{"name":"ancestors world crafting","displayName":"Ancestors world crafting","desc":"@Some buildings or crafting shacks from the mortal world can be built in the ancestors world as a separate unit!","icon":[0,14,"magixmod",0,18,"magixmod"],"type":"tech","cost":{"insight":650},"category":"tier1","startWith":0,"tier":23576,"req":{"ambrosium treeplanting":true,"ancestors world building":true},"precededBy":["ambrosium treeplanting","ancestors world building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":234},{"name":"artistic gray cells","displayName":"Artistic gray cells","desc":"You see flashes of culture...but who were the ones who mode them? These flashes of thought slowly made you more and more inspired. The ancestors of culture give you their power...providing you with various gains: @+3 [culture] @+3 [inspiration] @idle [worker]s will work at 1/20th the rate of a [storyteller] for free","icon":[4,12,"magixmod",6,12,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":235},{"name":"genius feeling","displayName":"A genius feeling","desc":"You feel like you are a genius (or at least, quite smart). Your people noticed it, as this feeling may help their fate. @You gain +6 [insight] and +6% [dreamer] speed! //That's gorgeous...","icon":[4,12,"magixmod",1,17,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["sleep-speech"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":236},{"name":"authority of the ancestor","displayName":"Authority of the ancestor","desc":"You feel like you have someone from the past inside you. You feel his strong authority...he's inside you. You gain:@+1 [influence] @+1 [authority] //We need a strong tribe ruler!","icon":[4,12,"magixmod",6,13,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":237},{"name":"a gift from the mausoleum","displayName":"A gift from the Mausoleum","icon":[0,7,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["wizardry","more useful housing","prospecting II","papercrafting","water filtering","instruction","globetrottering","plant lore II"],"effects":[{"type":"show context","what":["flowers"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":238},{"name":"a feeling from the Underworld","displayName":"A feeling from the Underworld","desc":"You feel an unusual and slightly dark warmth. It appears to be a rather strange call from the Underworld... @Allows you to finish unlocking the Underworld!","icon":[8,12,9,5,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["underworld building 1/2","underworld building 2/2"],"effects":[{"type":"provide res","what":{"new world point":400}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":239},{"name":"underworld's ascendant","displayName":"The Underworld's Ascendant","desc":"You managed to do several large feats to attract someone new! You will now gain +1 [adult] during new runs, who is [adult,The Underworld's Ascendant]! //hello underworld","icon":[15,19,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["power from beneath"],"effects":[{"type":"provide res","what":{"adult":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":240},{"name":"guilds unite","displayName":"Guilds unite","desc":"Getting this changes the icons of guilds and lodges and also adds 2 [housing] capacity to each guild or lodge. However, the hiring amount is increased to 100.","icon":[29,8,"magixmod"],"type":"tech","cost":{"insight II":25,"culture II":10,"influence II":5},"category":"tier2","startWith":0,"tier":8266,"req":{"cities":true,"construction II":true,"code of law II":true},"precededBy":["cities","construction II","code of law II"],"leadsTo":["city planning III(m)"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":241},{"name":"focused scouting","displayName":"Focused scouting","desc":"@[scout]s and [wanderer]s become smarter by discovering new safer techniques of exploring, like advanced star navigation. It may make exploring safer...<>This tech will allow you to find new adventures and places with the same units. //Increases the exploration cap.","icon":[10,21,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"upgrade","startWith":0,"tier":100,"chance":2,"req":{"tool-making":true,"richer language":true,"well-digging":true},"precededBy":["tool-making","richer language","well-digging"],"leadsTo":["cozy building","cozier building","beyond the edge","advanced mapping"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":242},{"name":"bigger kilns","displayName":"Bigger kilns","desc":"@People can build bigger and more compact [kiln]s that are more efficient and use the same amount of [land]. <>Increases the efficiency of all [Kiln] types by 50% but doubles the upkeep cost of this unit. <>In addition, this tech changes their visual look.","icon":[21,21,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"upgrade","startWith":0,"tier":8901,"chance":4,"req":{"Improved rhetoric":true,"construction II":true,"masonry":true,"weaving II":true,"prospecting II":true},"precededBy":["Improved rhetoric","construction II","masonry","weaving II","prospecting II"],"leadsTo":["more experienced healers","better kiln construction","inspirated carvers","mo' concrete","charcoal production I"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":243},{"name":"symbolism II","displayName":"Symbolism II","desc":"@increases the [symbolism] bonus from 20 to 40%, and also works with [druid]s.","icon":[0,35,"magixmod",30,14,"magixmod"],"type":"tech","cost":{"culture II":15,"insight II":10},"category":"upgrade","startWith":0,"tier":125,"req":{"oral tradition":true,"ritualism II":true,"Improved rhetoric":true,"richer language":true,"symbolism":true},"precededBy":["oral tradition","ritualism II","Improved rhetoric","richer language","symbolism"],"leadsTo":["maths IV","music","policy revaluation","leaves of wisdom","carols","essential transmutation II","branches of wisdom","faster understanding"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":244},{"name":"cozy building","displayName":"Cozy building","desc":"@People now want to obtain warmth using various heat sources! This is always a solution for cold nights if people living inside have no clothing. People will now add chimneys to their huts, hovels, and houses. Some archaic shelters also get an improvement. <>Because of this, a few simple buildings will look different!","icon":[29,3,"magixmod"],"type":"tech","cost":{"insight II":20},"category":"upgrade","startWith":0,"tier":120,"chance":3,"req":{"sedentism":true,"tool-making":true,"focused scouting":true},"precededBy":["sedentism","tool-making","focused scouting"],"leadsTo":["cozier building","paradise housing","quarrying III","prospecting III","ancestors world housing"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":245},{"name":"cozier building","displayName":"Cozier building","desc":"@people began thinking about having some additional decorations near their houses. <>Getting this makes buildings look even better, changing the look of basic buildings and also unlocking something new.","icon":[29,4,"magixmod"],"type":"tech","cost":{"insight II":25,"culture II":5},"category":"upgrade","startWith":0,"tier":150,"chance":3,"req":{"cozy building":true,"focused scouting":true,"caretaking":true},"precededBy":["cozy building","focused scouting","caretaking"],"leadsTo":["next-to house fruitbushes"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":246},{"name":"maths IV","displayName":"Maths IV","desc":"@Expands the mathematical knowledge of your scholars by letting them study more complex function analysis, calculating variables in terms of other variables, solving more complex equations, and generally pushing their math skills to the limit. @Improves your average citizen's math knowledge. @provides 5 [education] and 40 [wisdom II] @Unlocks the fourth tier of a few specific techs //thanks to the math stuff mentioned here, college is getting really hard","icon":[2,35,"magixmod",8,21,"magixmod",24,1],"type":"tech","cost":{"insight II":50,"science":8,"culture II":12},"category":"tier2","startWith":0,"tier":12488,"req":{"physics II":true,"symbolism II":true,"maths III":true},"precededBy":["physics II","symbolism II","maths III"],"leadsTo":["essential conversion tank overclock I","mathV(sums)","mathV(3dgeo)","mathV(algebra)","beekeeping IV","quarrying IV"],"effects":[{"type":"provide res","what":{"education":5}},{"type":"provide res","what":{"wisdom II":40}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":247},{"name":"fires from logs","displayName":"Fires from logs","desc":"[firekeeper]s will be able to start fires out of [log]s as well.//So...coal or logs?","icon":[9,21,"magixmod",23,1],"type":"tech","cost":{"insight II":10},"category":"tier2","startWith":0,"tier":10,"req":{"eotm":true},"precededBy":["eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":248},{"name":"paradise housing conceptions","displayName":"Paradise housing conceptions","desc":"This technology doesn't unlock new housing for the Paradise yet. But, in the future, you will obtain similar technologies that finally will unlock new [housing] options. <>Paradise housing is limited, however. God doesn't want his the homeland to be filled with houses and look like your mortal world.","icon":[0,21,"magixmod"],"type":"tech","cost":{"insight":1000,"culture":390,"inspiration":16,"faith":259},"category":"tier1","startWith":0,"tier":18056,"req":{"paradise building":true},"precededBy":["paradise building"],"leadsTo":["paradise housing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":249},{"name":"paradise housing","displayName":"Paradise housing","desc":"Unlocks new buildings which are unique to the Paradise, however, every type of [housing] will be limited in some way. Paradise is not like the first island, as it is not a spot where you can build as much housing as you wish; Paradise isn't and never will be totally yours. <>Unlocks [treehouse]s, [cozy lodge]s, [Hardened house]s, and [cozy paradise hut]s. Interestingly, Paradise is a lush world, so your people do not need to construct chimneys for their houses at all.","icon":[1,21,"magixmod"],"type":"tech","cost":{"insight II":70},"category":"tier2","startWith":0,"tier":18176,"req":{"paradise building":true,"paradise housing conceptions":true,"cozy building":true},"precededBy":["paradise building","paradise housing conceptions","cozy building"],"leadsTo":["paradise shelters"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":250},{"name":"science blessing","displayName":"Science blessing","desc":"@[guru]s and [transcendentalist]s generate 50% more. @Various alchemy stands will operate thrice as fast. @provides 2 bonus [science] //I've gotten blessed with more knowledge!","icon":[0,35,"magixmod",29,5,"magixmod"],"type":"tech","cost":{"insight II":5,"mana":500},"category":"tier2","startWith":0,"tier":510,"req":{"science master":true},"precededBy":["science master"],"leadsTo":["season for inventing","sabotaged knowledge"],"effects":[{"type":"provide res","what":{"science":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":251},{"name":"music","displayName":"Music","desc":"People can now use music as one of the pillars of cultural heritage. @unlocks a new tech that lets you unlock [musician]s @makes [storyteller]s more limited until you unlock that tech","icon":[29,17,"magixmod"],"type":"tech","cost":{"insight II":15,"culture II":25},"category":"tier2","startWith":0,"tier":165,"req":{"symbolism II":true,"ritualism II":true},"precededBy":["symbolism II","ritualism II"],"leadsTo":["music instruments","carols","cultural people"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":253},{"name":"music instruments","displayName":"Musical instruments","desc":"You unlock the [musician], which uses instruments gathered from materials around the tribe. [storyteller]s will also no longer be so limited.","icon":[29,18,"magixmod"],"type":"tech","cost":{"insight II":10,"culture II":25},"category":"tier2","startWith":0,"tier":200,"req":{"music":true},"precededBy":["music"],"leadsTo":["eota"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":254},{"name":"more experienced healers","displayName":"More experienced healers","desc":"All [healer]s are more efficient. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [healer]s will work 3% more efficient. <>If they have chosen [caretaking], then [healer]s will work 6% more efficient.","icon":[14,21,"magixmod"],"type":"tech","cost":{"insight II":50,"science":5},"category":"upgrade","startWith":0,"tier":8956,"req":{"bigger kilns":true},"precededBy":["bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":255},{"name":"better kiln construction","displayName":"Better kiln construction","desc":"All [kiln]s are more efficient. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [kiln]s will work 10% more efficient. <>If they have chosen [caretaking], then [kiln]s will work 5% more efficient.","icon":[15,21,"magixmod"],"type":"tech","cost":{"insight II":50,"science":5},"category":"upgrade","startWith":0,"tier":8956,"req":{"bigger kilns":true},"precededBy":["bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":256},{"name":"inspirated carvers","displayName":"More inspired carvers","desc":"[carver]s are more efficient. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [carver]s will work 3% more efficient. <>If they have chosen [caretaking], then [carver]s will work 6% more efficient.","icon":[16,21,"magixmod"],"type":"tech","cost":{"insight II":50,"science":5},"category":"upgrade","startWith":0,"tier":8956,"req":{"bigger kilns":true},"precededBy":["bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":257},{"name":"mo' concrete","displayName":"Mo' concrete","desc":"[concrete making shack]s are more efficient. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [concrete making shack]s will work 20% more efficient. <>If they have chosen [caretaking], then [concrete making shack]s will work 5% more efficient.","icon":[17,21,"magixmod"],"type":"tech","cost":{"insight II":50,"science":5},"category":"upgrade","startWith":0,"tier":8956,"req":{"bigger kilns":true},"precededBy":["bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":258},{"name":"more capacious racks","displayName":"More capacious racks","desc":"[drying rack]s become thrice as efficient. //...","icon":[18,21,"magixmod"],"type":"tech","cost":{"insight II":25},"category":"upgrade","startWith":0,"tier":191,"req":{"caretaking":true,"magical soil":true},"precededBy":["caretaking","magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":259},{"name":"oil-digging","displayName":"Oil-digging","desc":"[quarry,Quarries] will now try to look for [oil]. Although they don't understand exactly, what it is, they think it could be useful... //kind of weird-looking","icon":[29,2,"magixmod"],"type":"tech","cost":{"insight II":25},"category":"tier2","startWith":0,"tier":25,"req":{"moderation":true,"eotm":true},"precededBy":["moderation","eotm"],"leadsTo":["moderated carpentry","oil-digging II","charcoal production I"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":260},{"name":"bigger factory racks","displayName":"Bigger factory racks","desc":"[leather factory,Leather factories] dry twice as much [leather] without any [happiness] harm.","icon":[29,19,"magixmod"],"type":"tech","cost":{"insight II":25},"category":"upgrade","startWith":0,"tier":25,"req":{"moderation":true,"eotm":true},"precededBy":["moderation","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":261},{"name":"next-to house fruitbushes","displayName":"Next-to house fruitbushes","desc":"People who live in [house]s can now gather various [fruit]s from bushes that they plant next to their houses. //Berries,raspberries, berries...there are so many kinds!","icon":[29,15,"magixmod"],"type":"tech","cost":{"insight II":10},"category":"tier2","startWith":0,"tier":160,"req":{"caretaking":true,"eotm":true,"cozier building":true},"precededBy":["caretaking","eotm","cozier building"],"leadsTo":["fertile bushes"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":262},{"name":"Fruit supplies","displayName":"Fruit supplies","desc":"Obtaining Experienced gives you an extra 100 [fruit]s at the start! Hope your people enjoy it :) //Let's make a prehistoric fruit salad...","icon":[4,12,"magixmod",28,22,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"fruit":100}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":263},{"name":"life has its theme","displayName":"Life has its theme","desc":"From now on, you can change the game theme :) // A special reward for upgrading the [mausoleum] to Level 6...enjoy!","icon":[4,12,"magixmod",29,23,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":264},{"name":"smaller but efficient","displayName":"Smaller but efficient","desc":"The [brick house with a silo], [house], [hovel], [hut], [shelter on water], [branch shelter] and [mud shelter] buildings will only use 0.9 [land] rather than 1 full piece of [land]. //*Insert claustrophobic feelings here*","icon":[28,23,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"chance":1,"req":{"tribalism":false},"leadsTo":["mentors of nature"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":265},{"name":"glory","displayName":"Glory","desc":"@provides 7 [authority II] @Increases the efficiency of [chieftain]s and [clan leader]s by 10% @Applies visual changes for [chieftain] and [clan leader]. @You gain 1 [influence II] every 5 years. @[mediator]s gather twice as much [influence].","icon":[23,23,"magixmod"],"type":"tech","cost":{"influence II":5,"insight II":50,"culture II":20,"influence":160},"category":"upgrade","startWith":0,"tier":400,"req":{"code of law II":true},"precededBy":["code of law II"],"leadsTo":["policy revaluation"],"effects":[{"type":"provide res","what":{"authority II":7}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":266},{"name":"spiritual piety","displayName":"Spiritual piety","desc":"@provides 7 [spirituality II] @Increases [faith] gains of [church,Churches] significantly @Applies visual changes for [grave] and [church]. @One [grave] provides 3 [burial spot]s and uses 0.7 [land] instead of 1.","icon":[26,23,"magixmod"],"type":"tech","cost":{"faith II":5,"insight II":50,"culture II":20},"category":"religion","startWith":0,"tier":155,"req":{"ritualism II":true,"ritualism":true,"gt6":true},"precededBy":["ritualism II","ritualism","gt6"],"effects":[{"type":"provide res","what":{"spirituality II":7}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":267},{"name":"essential conversion tank overclock I","displayName":"Essential conversion overclocking","desc":"@[essential conversion tank]s will be able to convert essentials a little more often. People can overclock these tanks to cause conversion to occur even more often!","icon":[6,22,"magixmod"],"type":"tech","cost":{"insight II":80},"category":"upgrade","startWith":0,"tier":12703,"req":{"maths IV":true,"gt6":true,"monument-building":true,"construction":true},"precededBy":["maths IV","gt6","monument-building","construction"],"leadsTo":["smartness of essentials"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":268},{"name":"mining strategy","displayName":"Mining strategy","desc":"Decreases the accident rate in [mine]s. @Increases the efficiency of [mine] by 5%. @Applies a visual change to [mine]s.","icon":[17,23,"magixmod"],"type":"tech","cost":{"insight II":50,"science":2},"category":"tier2","startWith":0,"tier":1202,"req":{"policy revaluation":true,"moderation":true,"mining":true,"quarrying":true,"caretaking":false,"improved furnace construction":true,"symbolism":true},"precededBy":["policy revaluation","moderation","mining","quarrying","improved furnace construction","symbolism"],"leadsTo":["plain island mining strategy"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":270},{"name":"safer explosive usage","displayName":"Safer explosive usage","desc":"Decreases the accident rate of [explosive mine]s by making them safer. @Also ncreases the efficiency of [explosive mine] by 5% by teaching them more effective ways to mine! @Applies a visual change to [explosive mine]s.","icon":[19,23,"magixmod"],"type":"tech","cost":{"insight II":50,"science":2},"category":"tier2","startWith":0,"tier":1202,"req":{"policy revaluation":true,"caretaking":true,"mining":true,"quarrying":true,"moderation":false,"improved furnace construction":true,"symbolism":true},"precededBy":["policy revaluation","caretaking","mining","quarrying","improved furnace construction","symbolism"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":271},{"name":"nutritious magical soil","displayName":"Nutritious magical soil","desc":"Increases the efficiency of [farm of withering tulips,Essence farms] by 10%. This compounds with the boost from [gt6].","icon":[21,23,"magixmod"],"type":"tech","cost":{"insight II":45,"culture II":15,"faith II":3,"influence II":2,"mana":1500,"science":2},"category":"upgrade","startWith":0,"tier":1733,"req":{"policy revaluation":true,"magical soil":true},"precededBy":["policy revaluation","magical soil"],"leadsTo":["juicy nutritious magical soil","essenced soil for moisture-loving plants"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":272},{"name":"master mana-making","displayName":"Master mana-making","desc":"[mana maker]s are four times faster due to improved methods of crafting [mana]. @Applies a visual change to your [mana maker]s.","icon":[3,24,"magixmod"],"type":"tech","cost":{"insight II":90,"culture II":15},"category":"upgrade","startWith":0,"tier":271,"req":{"policy revaluation":true,"magical soil":true},"precededBy":["policy revaluation","magical soil"],"leadsTo":["burial wormhole 2/2","liberating darkness"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":274},{"name":"magical presence","displayName":"Magical presence","desc":"You feel some weird stuff inside of your body. Sometimes it is warm, and at other times it makes you feel weird, but there doesn't seem to be anything bad that this presence has made. @Increases the efficiency of all [fire wizard tower,Wizard towers] by 5% without increasing [mana] upkeep. @Unlocks a new theme (check the [theme changer] if you have it)","icon":[4,12,"magixmod",2,24,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["hunting III","fishing III","burial wormhole 1/2","juicy nutritious magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":275},{"name":"hunting III","displayName":"Hunting III","desc":"@[hunter]s become more coordinated. This tech decreases the amount of accidents where a victim becomes [hunter]. @[hunter] will have a new icon and endurance hunting will no longer be available.","icon":[8,22,"magixmod"],"type":"tech","cost":{"insight II":65,"science":2,"influence II":3},"category":"upgrade","startWith":0,"tier":620,"req":{"policy revaluation":true,"magical presence":true,"fishing II":true},"precededBy":["policy revaluation","magical presence","fishing II"],"leadsTo":["fishing III","hunter's coordination","an armor for Hunter","hunters & fishers unification"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":276},{"name":"fishing III","displayName":"Fishing III","desc":"This tech may unlock something that truly will make [fisher] become better. @[fisher]s will get a new icon and catching by hand will no longer be available.","icon":[7,22,"magixmod"],"type":"tech","cost":{"insight II":65,"science":3,"culture II":2},"category":"upgrade","startWith":0,"tier":690,"req":{"policy revaluation":true,"magical presence":true,"hunting III":true},"precededBy":["policy revaluation","magical presence","hunting III"],"leadsTo":["fisher's smartness","hunters & fishers unification"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":277},{"name":"hunter's coordination","displayName":"Hunter's coordination","desc":"@Decreases the amount of hunting accidents slightly. Requires a small amount of [food] as upkeep. @Increases [wisdom II] by 10.","icon":[6,23,"magixmod"],"type":"tech","cost":{"insight II":80,"science":5},"category":"tier2","startWith":0,"tier":705,"req":{"hunting III":true},"precededBy":["hunting III"],"leadsTo":["hunters & fishers unification"],"effects":[{"type":"provide res","what":{"wisdom II":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":278},{"name":"an armor for Hunter","displayName":"Hunter armor","desc":"@Let your [hunter]s get some armor! //Getting this will decrease the amount of hunting accidents even more.","icon":[14,24,"magixmod"],"type":"tech","cost":{"insight II":80,"science":5},"category":"tier2","startWith":0,"tier":705,"req":{"hunting III":true},"precededBy":["hunting III"],"leadsTo":["hunters & fishers unification"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":279},{"name":"fisher's smartness","displayName":"Fisher's smartness","desc":"[fisher]s are twice as efficient, but as an upkeep he requires some [food]. //[fisher]s can now know how to lure different types of fishes optimally.","icon":[0,23,"magixmod"],"type":"tech","cost":{"insight II":45,"science":5},"category":"tier2","startWith":0,"tier":740,"req":{"fishing III":true},"precededBy":["fishing III"],"leadsTo":["hunters & fishers unification"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":280},{"name":"hunters & fishers unification","displayName":"Hunters & fishers unification","desc":"Unlocks a unit that merges [hunter]s and [fisher]s into one. @[harvest rituals] now boosts the speed of the [fishers & hunters camp] by 35% instead of [fisher]s and [hunter]s. @basic [hunter]s and [fisher]s will still be available, but will now become a lot slower","icon":[2,23,"magixmod"],"type":"tech","cost":{"insight II":55,"science":5},"category":"tier2","startWith":0,"tier":970,"chance":15,"req":{"fishing III":true,"hunting III":true,"fisher's smartness":true,"hunter's coordination":true,"an armor for Hunter":true},"precededBy":["fishing III","hunting III","fisher's smartness","hunter's coordination","an armor for Hunter"],"leadsTo":["camp-cooking","fertile bushes","supreme fast filtering","supreme cloudy fast filtering","ink-fishing"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":281},{"name":"fertile bushes","displayName":"Fertile bushes","desc":"[house,Next-to house fruitbushes] are 20% more fertile. In fact, they gather 20% more [fruit]s! Yummy :) Also, [hovel with garden] gains 10% more.","icon":[1,24,"magixmod"],"type":"tech","cost":{"insight II":100,"culture II":20},"category":"upgrade","startWith":0,"tier":1180,"req":{"hunters & fishers unification":true,"next-to house fruitbushes":true},"precededBy":["hunters & fishers unification","next-to house fruitbushes"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":283},{"name":"supreme fast filtering","displayName":"Supreme fast filtering","desc":"[water filter]s will now perform conversion twice as often, doubling their efficiency.","icon":[5,24,"magixmod"],"type":"tech","cost":{"insight II":60},"category":"upgrade","startWith":0,"tier":1030,"req":{"hunters & fishers unification":true},"precededBy":["hunters & fishers unification"],"leadsTo":["supreme cloudy fast filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":284},{"name":"supreme cloudy fast filtering","displayName":"Supreme cloudy fast filtering","desc":"[cloudy water filter]s perform conversion twice as often, doubling their efficiency. //but in what way is it supreme","icon":[6,24,"magixmod"],"type":"tech","cost":{"insight II":80},"category":"upgrade","startWith":0,"tier":1110,"req":{"hunters & fishers unification":true,"supreme fast filtering":true},"precededBy":["hunters & fishers unification","supreme fast filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":285},{"name":"Improved alchemy techniques","displayName":"Improved alchemy techniques","desc":"[basic brewing stand]s will become 50% more efficient. //but how do these work","icon":[16,23,"magixmod"],"type":"tech","cost":{"insight II":65,"science":7,"culture II":23},"category":"upgrade","startWith":0,"tier":95,"req":{"camp-cooking":true},"precededBy":["camp-cooking"],"leadsTo":["mo 'wine"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":286},{"name":"mo 'wine","displayName":"Mo 'wine","desc":"[alcohol brewing stand] and [alcohol drinks brewing stand] become thrice as efficient.","icon":[15,23,"magixmod"],"type":"tech","cost":{"insight II":80,"science":5},"category":"upgrade","startWith":0,"tier":180,"req":{"Improved alchemy techniques":true},"precededBy":["Improved alchemy techniques"],"leadsTo":["burial wormhole 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":287},{"name":"burial wormhole 1/2","displayName":"Burial wormhole 1/2","desc":"People start thinking about how to use magic without harming their reputation, especially the darker forms of it in order to get rid of [corpse]s. //One of them said that if our people had so many portals already, couldn't you just make some more for burying these [corpse]s?","icon":[27,3,"magixmod",22,22,"magixmod"],"type":"tech","cost":{"insight II":100,"science":6,"faith II":4,"influence II":5},"category":"tier2","startWith":0,"tier":295,"req":{"magical presence":true,"mo 'wine":true},"precededBy":["magical presence","mo 'wine"],"leadsTo":["doctrine of the dark wormhole 1/5","doctrine of the dark wormhole 2/5","doctrine of the dark wormhole 3/5","doctrine of the dark wormhole 4/5","doctrine of the dark wormhole 5/5"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":288},{"name":"doctrine of the dark wormhole 1/5","displayName":"Doctrine of the dark wormhole 1/5","desc":"This part of the doctrine is about conception of making a small plane where the [corpse]s will lie in the way that will allow to fit over millions of [corpse]s. //Your [wizard]s seem really impressed reading about the doctrine. @provides 10 [wisdom II] and 2 [inspiration II]","icon":[21,22,"magixmod",16,22,"magixmod"],"type":"tech","cost":{"insight II":100,"science":6,"faith II":4,"influence II":5,"culture II":10},"category":"tier2","startWith":0,"tier":420,"req":{"burial wormhole 1/2":true},"tutorialMesg":["tutorial","Next part of the doctrine is knowledge. You don't have to roll new researches for it though. All you should do now is wait and not spend essentials, because the next part of the doctrine is not cheap. Even numbered stages are traits while odd numbered stages are represented as researches.",[32,27,"magixmod"]],"precededBy":["burial wormhole 1/2"],"leadsTo":["doctrine of the dark wormhole 2/5"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":289},{"name":"doctrine of the dark wormhole 3/5","displayName":"Doctrine of the dark wormhole 3/5","desc":"This part of the doctrine is filled with valuable info about stability of various objects. Wormholes and portals must be stable. If anybody would enter an unstable world nobody knows what would happen to them. //Your [wizard]s feel goosebumps. @provides 10 [wisdom II] and 2 [inspiration II]","icon":[19,22,"magixmod",15,22,"magixmod"],"type":"tech","cost":{"insight II":105,"science":7,"faith II":4,"influence II":5,"culture II":10,"wisdom":50},"category":"tier2","startWith":0,"tier":476,"req":{"burial wormhole 1/2":true,"doctrine of the dark wormhole 2/5":true},"precededBy":["burial wormhole 1/2","doctrine of the dark wormhole 2/5"],"leadsTo":["doctrine of the dark wormhole 4/5","wizard's grain fertilizer","dynamics II"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":291},{"name":"doctrine of the dark wormhole 5/5","displayName":"Doctrine of the dark wormhole 5/5","desc":"This part of the doctrine is about miscellaneous information related to the wormhole. //Your [wizard]s feel secure. They may start thinking about running the first [dark wormhole]! @provides 7 [inspiration II]","icon":[17,22,"magixmod",14,22,"magixmod"],"type":"tech","cost":{"insight II":150,"science":7,"faith II":3,"influence II":5,"culture II":30,"wisdom":50},"category":"tier2","startWith":0,"tier":540,"req":{"burial wormhole 1/2":true,"doctrine of the dark wormhole 4/5":true},"precededBy":["burial wormhole 1/2","doctrine of the dark wormhole 4/5"],"leadsTo":["burial wormhole 2/2","corpse decay","liberating darkness","symbolism III","dt19","dt20","dt21","dt22","dt23","dt24","gt7","gt8","gt9","gt10","gt11","gt12","dt25","dt26","dt27","dt28","dt29","dt30","at6","at7","at8","at9","at10","at11","coloral symbolism III"],"effects":[{"type":"provide res","what":{"inspiration II":7}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":293},{"name":"burial wormhole 2/2","displayName":"Burial wormhole 2/2","desc":"Unlocks the [dark wormhole] (finally). It is a massive burial spot bonus but requires upkeep (in both [mana] and [dark essence]). Dark powers like death and fear exist within, and the corpses look scary and spooky. That keeps the wormhole stable.","icon":[27,2,"magixmod",22,22,"magixmod"],"type":"tech","cost":{"insight II":150,"science":10,"culture II":40},"category":"tier2","startWith":0,"tier":1011,"req":{"doctrine of the dark wormhole 5/5":true,"master mana-making":true},"precededBy":["doctrine of the dark wormhole 5/5","master mana-making"],"leadsTo":["corpse decay"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":294},{"name":"liberating darkness","displayName":"Liberating darkness","desc":"[the cemetarium] can now generate [dark essence] for you...
    but [wild corpse]s will become more deadly!","icon":[8,24,"magixmod"],"type":"tech","cost":{"insight II":130,"science":5,"faith II":5,"mana":20000},"category":"tier2","startWith":0,"tier":22946,"req":{"doctrine of the dark wormhole 5/5":true,"master mana-making":true,"hope of revenant abandoning":true},"precededBy":["doctrine of the dark wormhole 5/5","master mana-making","hope of revenant abandoning"],"leadsTo":["respect for the corpse","gods and idols"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":296},{"name":"CaP","displayName":"Crime and punishment","desc":"@provides more detailed laws related to criminals in your civilization. @you may unlock other variations of this research depending on your civilization's relation to death. @this variation predicts moderate punishments for various crimes such as robbery, murder. @for the biggest crimes, one can get sentenced to death.","icon":[30,34,"magixmod",22,1],"type":"tech","cost":{"influence":25},"category":"knowledge","startWith":0,"tier":155,"chance":200,"req":{"code of law":true,"CaP(cruel)":false,"CaP(light)":false},"precededBy":["code of law"],"leadsTo":["imprisonment"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":297},{"name":"Conveyor conception","displayName":"Conveyor conception","desc":"People lead by [automation] think about automating movement of produced things so they wouldn't have to move it by using their hands and they would focus more on work increasing efficiency of their [factories I,Factories].","icon":[0,24,"magixmod"],"type":"tech","cost":{"insight II":135},"category":"tier2","startWith":0,"tier":135,"chance":10,"req":{"policy revaluation":true,"moderation":true},"precededBy":["policy revaluation","moderation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":298},{"name":"mo' beauty","displayName":"Mo' beauty","desc":"Applies visual changes to some units. //Default units get \\"decorated\\" in a new way.","icon":[28,21,"magixmod",30,11,"magixmod"],"type":"tech","cost":{"insight II":5},"category":"upgrade","startWith":0,"tier":5,"req":{"doctrine of the dark wormhole 4/5":true},"tutorialMesg":["story2","Mo' beauty made cities look much, much nicer. Lanterns and flower decorations are finally spreading everywhere. Sometimes even tools (not joking now) have some shapes and patterns carved. You wander around and the huts are even more beautiful than they ever were; it seems like your people are always in a festival!"],"precededBy":["doctrine of the dark wormhole 4/5"],"leadsTo":["festive lights II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":299},{"name":"symbolism III","displayName":"Symbolism III","desc":"The third level of [symbolism] will symbolism bonuses apply to more units and become a little more powerful! //In addition, it provides: @10 [wisdom II], @10 [inspiration II], @3 [education], @5 [authority II], and @5 [spirituality II].","icon":[1,35,"magixmod",31,17,"magixmod"],"type":"tech","cost":{"insight II":145,"culture II":35,"influence II":5,"faith II":5,"science":10},"category":"upgrade","startWith":0,"tier":740,"req":{"doctrine of the dark wormhole 5/5":true,"symbI":false},"precededBy":["doctrine of the dark wormhole 5/5"],"leadsTo":["power of the faith","improved windmill motors","philosophy II","parallel theory 2/3","people of the arts"],"effects":[{"type":"provide res","what":{"inspiration II":10}},{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"education":3}},{"type":"provide res","what":{"authority II":5}},{"type":"provide res","what":{"spirituality II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":300},{"name":"wizard's grain fertilizer","displayName":"Wizard's grain fertilizer","desc":"You make can now make a fertilizer that make [wheat farm]s produce 150% more [wheat] instead of 50%. It was made by group of wizards who love eating bread for breakfast. (They cannot imagine life without any bread!)","icon":[30,17,"magixmod"],"type":"tech","cost":{"insight II":100,"mana":500,"culture II":33,"faith II":2},"category":"upgrade","startWith":0,"tier":1111,"req":{"doctrine of the dark wormhole 3/5":true},"precededBy":["doctrine of the dark wormhole 3/5"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":301},{"name":"plain island mining strategy","displayName":"Plain island mining strategy","desc":"Decreases the accident rate at the [mine of the plain island]. @Increases the efficiency of [mine of the plain island] by 5%. @Applies a visual change to [mine of the plain island]'s icon.","icon":[31,7,"magixmod"],"type":"tech","cost":{"insight II":50,"science":2},"category":"tier2","startWith":0,"tier":1254,"req":{"mining strategy":true},"precededBy":["mining strategy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":302},{"name":"power of the faith","displayName":"Power of the faith","desc":"Now the [crafting & farm rituals] bonus applies in various amounts to: @[blacksmith workshop]s (both the normal and paradise version) @[carpenter workshop]s (both the normal and paradise version) @[holy orchard]s @[artisan]s (including some subtypes)//These bonuses only work, however, when [crafting & farm rituals] is active (note that the upkeep needed won't increase). @provides 5 [spirituality II]","icon":[24,24,"magixmod"],"type":"tech","cost":{"culture II":25,"insight II":135,"science":5,"faith":26},"category":"religion","startWith":0,"tier":931,"chance":2,"req":{"symbolism III":true},"precededBy":["symbolism III"],"leadsTo":["gods and idols","sb1","sb2","sb3","sb4","do we need that much science?"],"effects":[{"type":"provide res","what":{"spirituality II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":304},{"name":"improved windmill motors","displayName":"Improved windmill motors","desc":"[windmill]s will craft 35% more [flour] with improved construction.","icon":[31,13,"magixmod"],"type":"tech","cost":{"insight II":165,"science":5,"culture II":21},"category":"upgrade","startWith":0,"tier":931,"chance":2,"req":{"symbolism III":true},"precededBy":["symbolism III"],"leadsTo":["backshift at farms"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":305},{"name":"backshift at farms","displayName":"Backshift at farms","desc":"[sugar cane farm]s produce 150% more and [wheat farm]s become twice as efficient. //However, now these farms require 50% more [worker]s and 40% more land due to way people increase the harvests of the farms. //Requires [moderation] to unlock this tech. Also, each [hovel with garden] is 10% more effective.","icon":[31,14,"magixmod"],"type":"tech","cost":{"insight II":180,"science":5,"influence II":10,"culture II":5},"category":"upgrade","startWith":0,"tier":1131,"chance":2,"req":{"improved windmill motors":true,"moderation":true},"precededBy":["improved windmill motors","moderation"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":306},{"name":"embalmment","displayName":"Embalmment","desc":"Smart people found out how to make a substance that will slow down the decay of corpses and discourage people from performing [ritual necrophagy,Necrophagy] on them. They think about crafting [urn]s to store [corpse]s.","icon":[31,20,"magixmod"],"type":"tech","cost":{"insight II":110,"science":5,"influence II":10,"culture II":5},"category":"tier2","startWith":0,"tier":130,"chance":5,"req":{"respect for the corpse":true},"precededBy":["respect for the corpse"],"leadsTo":["cremation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":308},{"name":"cremation","displayName":"Cremation","desc":"Unlocks the [crematorium]. Burns embalmed [corpse]s then all dust from [corpse] they put into the [urn].//You'll unlock better way of burying people. 1 [burial spot] can store 4 [urn]s.","icon":[30,16,"magixmod"],"type":"tech","cost":{"insight II":155,"science":10,"influence II":10,"culture II":35},"category":"tier2","startWith":0,"tier":340,"chance":5,"req":{"embalmment":true},"precededBy":["embalmment"],"leadsTo":["dark urn decay"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":309},{"name":"dark urn decay","displayName":"Dark urn decay","desc":"[corpse decay] now affects [urn]s as well.","icon":[30,15,"magixmod"],"type":"tech","cost":{"faith II":15,"insight II":135,"essenced seeds":300},"category":"tier2","startWith":0,"tier":790,"chance":5,"req":{"corpse decay":true,"cremation":true},"precededBy":["corpse decay","cremation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":310},{"name":"juicy nutritious magical soil","displayName":"Juicy nutritious magical soil","desc":"Increases the efficiency of [farm of withering tulips,Essence farms] by 10%. This compounds with the boost from [gt6] and previous soil upgrades.","icon":[31,11,"magixmod"],"type":"tech","cost":{"insight II":190,"culture II":20,"juices":1050,"culture":188},"category":"upgrade","startWith":0,"tier":3181,"req":{"policy revaluation":true,"nutritious magical soil":true,"magical presence":true},"precededBy":["policy revaluation","nutritious magical soil","magical presence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":311},{"name":"paper mastery","displayName":"Paper mastery","desc":"[Paper-crafting shack]s are thrice as efficient.","icon":[31,9,"magixmod"],"type":"tech","cost":{"insight II":125,"science":7,"influence II":3},"category":"upgrade","startWith":0,"tier":135,"req":{"camp-cooking":true},"precededBy":["camp-cooking"],"leadsTo":["even mo' paper"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":312},{"name":"even mo' paper","displayName":"Even mo' paper","desc":"[Paper-crafting shack]s produce 30% more [paper].//To get this bonus, you need to obtain [moderation] or [caretaking]. It does not matter which path your people will choose.","icon":[31,12,"magixmod"],"type":"tech","cost":{"insight II":135,"science":7,"influence II":6,"culture II":30,"faith II":2},"category":"upgrade","startWith":0,"tier":315,"req":{"paper mastery":true},"precededBy":["paper mastery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":313},{"name":"more humid water","displayName":"More humid water","desc":"By improving the water that you use, [sugar cane farm]s produce 150% more [sugar cane].","icon":[31,23,"magixmod"],"type":"tech","cost":{"insight":590},"category":"upgrade","startWith":0,"tier":10501,"req":{"moar juices":true},"precededBy":["moar juices"],"leadsTo":["concentrated juices"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":314},{"name":"soil for moisture-loving plants","displayName":"Soil for moisture-loving plants","desc":"Improve the soil of [sugar cane farm]s, making them produce 200% more [sugar cane]. //Compounds with previous bonuses.","icon":[31,24,"magixmod"],"type":"tech","cost":{"insight":1350,"culture":300},"category":"upgrade","startWith":0,"tier":19056,"req":{"ambrosium treeplanting":true},"precededBy":["ambrosium treeplanting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":315},{"name":"empowered canes","displayName":"Empowered canes","desc":"[sugar cane farm]s produce 300% more [sugar cane] by making them live longer and increasing their growth rate. //Compounds with previous bonuses.","icon":[31,25,"magixmod"],"type":"tech","cost":{"insight II":50,"culture II":15,"nature essence":20000},"category":"upgrade","startWith":0,"tier":20065,"req":{"eotm":true},"precededBy":["eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":316},{"name":"essenced soil for moisture-loving plants","displayName":"Essenced soil for moisture-loving plants","desc":"[sugar cane farm]s produce 300% more [sugar cane]. //Compounds with previous bonuses.","icon":[30,25,"magixmod"],"type":"tech","cost":{"insight II":90,"culture II":20,"influence II":3,"science":2,"magic essences":200000},"category":"upgrade","startWith":0,"tier":201848,"req":{"nutritious magical soil":true},"precededBy":["nutritious magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":317},{"name":"Storage at the bottom of the world","displayName":"Storage at the bottom of the world","desc":"Unlocks the [heavy warehouse]. It is built in the dark depths that surround the Underworld and covered with heavy metal.","icon":[30,13,"magixmod"],"type":"tech","cost":{"insight II":185,"culture II":15,"influence II":1,"science":4},"category":"tier2","startWith":0,"tier":205,"req":{"leaves of wisdom":true},"precededBy":["leaves of wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":318},{"name":"monument-building III","displayName":"Monument-building III","desc":"@[population,People] may now use almost every resource while constructing mystical, beautiful wonders.","icon":[1,35,"magixmod",0,25,"magixmod"],"type":"tech","cost":{"insight II":187,"science":8,"culture II":30},"category":"upgrade","startWith":0,"tier":225,"req":{"gods and idols":true},"precededBy":["gods and idols"],"leadsTo":["pantheon key","wonder 'o science"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":320},{"name":"life in faith","displayName":"Life in faith","desc":"You remember that you were staying near the Temple...and this memory alone has unbelievable powers! @+1 [faith] @+1 [spirituality] @3 new themes (check the [theme changer] if you have it)","icon":[4,12,"magixmod",1,9,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["pantheon key"],"effects":[{"type":"provide res","what":{"spirituality":1}},{"type":"provide res","what":{"faith":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":325},{"name":"pantheon key","displayName":"Pantheon key","desc":"Unlocks the Pantheon. Within it, you will meet 12 Seraphins. Each one will offer some boost, but may come with some backfires! Be sure to choose the Seraphins wisely! //You will get 4 [worship point]s that can be spent on choosing up to 4 Seraphins. Rejecting an already chosen one will not refund a spent [worship point] back to you, so be careful and think twice before you perform a choice! //You'll also unlock a new tab. From this new tab, you may start a trial. //Provides 25 [spirituality II] and 15 [authority II].","icon":[4,25,"magixmod",24,1],"type":"tech","cost":{"insight II":100,"faith II":10,"culture II":30,"godTemplePoint":500,"faith":80},"category":"religion","startWith":0,"tier":945,"req":{"life in faith":true,"monument-building III":true},"precededBy":["life in faith","monument-building III"],"effects":[{"type":"provide res","what":{"worship point":4}},{"type":"provide res","what":{"spirituality II":25}},{"type":"provide res","what":{"authority II":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":326},{"name":"skinning","displayName":"Skinning","desc":"[hunter]s will be able to gather [hide] out of killed animals.","icon":[31,26,"magixmod"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":55,"req":{"hunting":true,"sewing":true},"precededBy":["hunting","sewing"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":327},{"name":"herbalism","displayName":"Herbalism","desc":"[gatherer] can now gather [herb]s from some types of grass, bushes, and other plants.//Previously they were missing most of the herbs because they thought that it was simple grass.","icon":[31,27,"magixmod"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":20,"req":{"language":true},"precededBy":["language"],"leadsTo":["plant lore","healing","plant lore II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":328},{"name":"instruction","displayName":"Instruction","desc":"This will improve your people's communication among themselves. [population,People] will now be able to guide each other while doing their work to help out! //in fact, it can reduce confusion by a lot","icon":[30,27,"magixmod"],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":135,"req":{"language":true,"a gift from the mausoleum":true,"alphabet 1/3":true},"precededBy":["language","a gift from the mausoleum","alphabet 1/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":329},{"name":"writing","displayName":"Writing","desc":"People can write, at least. Because they do not have any paper yet, they will write on stones, logs, and other nearby objects. Learning [writing] is required to unlock further researches.
    //writing H letter, then E, after E write L, then another L and O at the end.","icon":[16,27,"magixmod"],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":35,"req":{"language":true},"precededBy":["language"],"leadsTo":["code of law","maths","caligraphy","tile inspection II","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":330},{"name":"caligraphy","displayName":"Caligraphy","desc":"Your people can write but their characters are hard to be read. This technology will be a pass for things like [city planning].
    //Now that HELLO is readable...","icon":[17,27,"magixmod"],"type":"tech","cost":{"insight":30,"culture":5},"category":"tier1","startWith":0,"tier":70,"req":{"writing":true},"tutorialMesg":["story1","You glance at your tribe members for a while. Who knows if that small tribe is on a good way to become an empire or kingdom or whatever?"],"precededBy":["writing"],"leadsTo":["measuring system","alphabet 1/3","message memory","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":331},{"name":"alphabet 1/3","displayName":"Alphabet 1/3","desc":"Make people set up their own alphabet. This is needed to unlock more advanced concepts and to understand more!","icon":[28,27,"magixmod",29,27,"magixmod"],"type":"tech","cost":{"insight":30,"culture":5},"category":"tier1","startWith":0,"tier":105,"req":{"caligraphy":true},"precededBy":["caligraphy"],"leadsTo":["city planning","instruction","alphabet 2/3","tile inspection II","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":332},{"name":"alphabet 2/3","displayName":"Alphabet 2/3","desc":"Improves the set of characters in your people's alphabet. //May lead to the existence of native languages.","icon":[27,27,"magixmod",24,27,"magixmod"],"type":"tech","cost":{"insight":250,"culture":50},"category":"tier1","startWith":0,"tier":545,"req":{"alphabet 1/3":true,"wizardry":true},"precededBy":["alphabet 1/3","wizardry"],"leadsTo":["measuring system","alphabet 3/3","philosophy","map details"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":333},{"name":"alphabet 3/3","displayName":"Alphabet 3/3","desc":"Significantly expands the amount of characters in your people's language.","icon":[26,27,"magixmod",25,27,"magixmod"],"type":"tech","cost":{"insight":1400,"culture":500,"inspiration":20,"wisdom":40,"faith":180},"category":"tier1","startWith":0,"tier":11731,"req":{"alphabet 2/3":true,"artistic thinking":true,"alchemy":true},"precededBy":["alphabet 2/3","artistic thinking","alchemy"],"leadsTo":["philosophy II","compliments","very artful compliments","lovely monument"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":334},{"name":"philosophy","displayName":"Philosophy","desc":"Provides 25 [wisdom] for free. //Also increases the [symbolism] bonus for [dreamer]s from 40 to 50%. //Some people start wondering why things aren't different than they are.","icon":[23,27,"magixmod"],"type":"tech","cost":{"insight":400},"category":"tier1","startWith":0,"tier":945,"req":{"alphabet 2/3":true},"precededBy":["alphabet 2/3"],"leadsTo":["Life-guiding","winter holidays","love grows around us","bII(acceptance)","bII(normal)","symbolic cultural colors","symbolic knowledge colors"],"effects":[{"type":"provide res","what":{"wisdom":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":335},{"name":"philosophy II","displayName":"Philosophy II","desc":"[dreamer]s are 75% more efficient. @provides a bonus of +6 [science]","icon":[19,27,"magixmod"],"type":"tech","cost":{"insight II":150,"culture II":30},"category":"upgrade","startWith":0,"tier":12651,"chance":100,"req":{"alphabet 3/3":true,"symbolism III":true},"precededBy":["alphabet 3/3","symbolism III"],"effects":[{"type":"provide res","what":{"science":6}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":336},{"name":"Life-guiding","displayName":"Life-guiding","desc":"People start thinking about their lives. Provides 50 [inspiration] for free! //Conclusions and guides related to life begin to spread, making people less insecure and bringing answers to questions like...What to do? What to choose? How should I live?","icon":[18,27,"magixmod"],"type":"tech","cost":{"insight":2220,"culture":500},"category":"tier1","startWith":0,"tier":19811,"req":{"philosophy":true,"paradise building":true,"gt3":true},"precededBy":["philosophy","paradise building","gt3"],"effects":[{"type":"provide res","what":{"inspiration":50}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":338},{"name":"paradise shelters","displayName":"Paradise shelters","desc":"Unlocks the [paradise shelter]. It is made out of stones and can fit 4 people, but will also be limited.
    In addition, it adds +1 bonus [housing] for every 4 [paradise shelter]s.","icon":[14,27,"magixmod"],"type":"tech","cost":{"insight II":150,"culture II":40,"influence II":10,"science":10},"category":"tier2","startWith":0,"tier":18386,"req":{"paradise housing":true,"leaves of wisdom":true},"precededBy":["paradise housing","leaves of wisdom"],"leadsTo":["construction III","mo' shelterz"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":339},{"name":"do we need that much science?","displayName":"Do we need that much science?","desc":"Halves the amount of required [science] to roll/reroll new tech choices. @provides 20 [wisdom II].","icon":[9,27,"magixmod"],"type":"tech","cost":{"insight II":150,"faith II":14,"science":16,"influence II":15},"category":"tier2","startWith":0,"tier":1126,"req":{"leaves of wisdom":true,"power of the faith":true},"precededBy":["leaves of wisdom","power of the faith"],"leadsTo":["construction III"],"effects":[{"type":"provide res","what":{"wisdom II":20}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":340},{"name":"construction III","displayName":"Construction III","desc":"All buildings waste five times slower, excluding [branch shelter]s. It won't increase building costs. @provides 15 [wisdom II]","icon":[12,27,"magixmod"],"type":"tech","cost":{"insight II":180,"science":17,"influence II":3},"category":"tier2","startWith":0,"tier":19712,"req":{"paradise shelters":true,"do we need that much science?":true},"precededBy":["paradise shelters","do we need that much science?"],"leadsTo":["improved construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":343},{"name":"improved construction","displayName":"Improved construction","desc":"All buildings that can waste will decay a little slower. This won't increase building costs or [land] usage.","icon":[11,27,"magixmod"],"type":"tech","cost":{"insight II":200,"science":14,"influence II":1},"category":"upgrade","startWith":0,"tier":19927,"req":{"construction III":true,"moderation":true},"precededBy":["construction III","moderation"],"effects":[{"type":"provide res","what":{"wisdom II":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":344},{"name":"mo' shelterz","displayName":"Mo' shelterz","desc":"Decreases the [land] and [population] limits of [treehouse]s and [cozy lodge]s slightly. @provides 15 [wisdom II] //More shelters = more housing = more people!","icon":[10,27,"magixmod"],"type":"tech","cost":{"insight II":250,"science":14,"influence II":1},"category":"upgrade","startWith":0,"tier":18651,"req":{"paradise shelters":true,"caretaking":true},"precededBy":["paradise shelters","caretaking"],"effects":[{"type":"provide res","what":{"wisdom II":15}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":345},{"name":"outstanding wisdom","displayName":"Outstanding wisdom","desc":"Make the [wisdom II,Wisdom tree] have even more leaves. <>@Unlocks [the outstander], who will provide more [wisdom II] and [education]. @provides 15 extra [wisdom II].","icon":[11,28,"magixmod"],"type":"tech","cost":{"insight II":175,"science":10,"influence II":5,"culture II":15},"category":"tier2","startWith":0,"tier":205,"req":{"leaves of wisdom":true},"precededBy":["leaves of wisdom"],"leadsTo":["outstanders club","ink-fishing","manufacture units II","factories II","tool refinery 2/2","festive lights II"],"effects":[{"type":"provide res","what":{"wisdom II":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":346},{"name":"smaller shacks","displayName":"Smaller shacks","desc":"All [blacksmith workshop,Crafting units], [well]s, and [water filter]s will use less (with Caretaking, filters will use 0.4 less [land] while with Moderation, filters will use 0.2 less [land]). In addition, [wheat farm]s and [crematorium]s will use 15% less [land].","icon":[32,20,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"chance":1,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":347},{"name":"enchanted shovels","displayName":"Enchanted shovels","desc":"Bigger shovels make [digger]s 12.5% more efficient. <>Now their shovels are enchanted by wind, meaning that they stay light but will still grow larger!","icon":[15,28,"magixmod"],"type":"tech","cost":{"insight II":150},"category":"upgrade","startWith":0,"tier":150,"req":{"leaves of wisdom":true},"precededBy":["leaves of wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":348},{"name":"outstanders club","displayName":"Outstanders club","desc":"Decreases [population] limit per one [the outstander] from 38k to 26.5k. @provides 5 [wisdom II]","icon":[14,28,"magixmod"],"type":"tech","cost":{"insight II":300,"science":15,"culture II":25},"category":"upgrade","startWith":0,"tier":545,"req":{"outstanding wisdom":true},"precededBy":["outstanding wisdom"],"leadsTo":["wonder 'o science"],"effects":[{"type":"provide res","what":{"wisdom II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":367},{"name":"better seeking","displayName":"Better seeking","desc":"@[archaeologist]s are 20% more efficient!","icon":[20,33,"magixmod"],"type":"tech","cost":{"insight":1495,"science":5},"category":"knowledge","startWith":0,"tier":1500,"chance":10,"req":{"archaeology":true,"gt3":true},"precededBy":["archaeology","gt3"],"leadsTo":["doctoral analysis"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":368},{"name":"ink-fishing","displayName":"Ink-fishing","desc":"Now fishing can provide some [ink]. <>Fishers from camp now are able to gather [ink] out of some squids.","icon":[32,19,"magixmod"],"type":"tech","cost":{"insight II":267,"science":20},"category":"tier2","startWith":0,"tier":1462,"req":{"outstanding wisdom":true,"hunters & fishers unification":true},"precededBy":["outstanding wisdom","hunters & fishers unification"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":369},{"name":"bonus1","displayName":". . .","desc":"You seem powerful. [guru]s can probably make more science.","icon":[32,5,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":370},{"name":"bonus2","displayName":". . .","desc":"You seem to have enough potential and enough power! It feels like everything is going faster.","icon":[32,4,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":371},{"name":"bonus3","displayName":". . .","desc":"You are powerful. Your glory can is clearing away some secret darkness.","icon":[32,3,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":372},{"name":"bonus4","displayName":". . .","desc":"You have . . . 's attention. But who is he? Feels like that entity or whoever is quite proud of your strength.","icon":[32,2,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":373},{"name":"aiming","displayName":"Aiming","desc":"Teach your [hunter]s and [fisher]s how to be more accurate. The problem was that hunters were shooting arrows from bows and just trying their luck. Same with spear throwing.<>However, improved accuarcy will increase the chances of good aim, meaning that Bow hunting and Spear hunting/fishing become faster.","icon":[33,28,"magixmod"],"type":"tech","cost":{"insight":17,"influence":3},"category":"tier1","startWith":0,"tier":130,"req":{"spears":true,"bows":true,"building":true},"precededBy":["spears","bows","building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":374},{"name":"beyond the edge","displayName":"Beyond the edge","desc":"Send your people beyond the edge of the world for the first time. You will lose 30% of your current [population] and all [insight,Essential] amounts will be reset to 0 even if some of them are not required for this tech (it does not involve [industry point]s or [worship point]s). Also, it will reset [happiness] and [health] to its primary state.
    Note: It does not expand the map and does not add any new goods; you will simply have an extra 1.5% of [land] and [wtr]. It may help you, but there is a huge risk involved!","icon":[33,26,"magixmod"],"type":"tech","cost":{"insight II":45,"influence":255},"category":"tier1","startWith":0,"tier":400,"req":{"policy revaluation":true,"focused scouting":true},"precededBy":["policy revaluation","focused scouting"],"leadsTo":["beyond the edge II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":378},{"name":"sleep-speech","displayName":"Sleep-speech","desc":"@Unlocks a special ability related to dreaming potential: Sleepy insight. @Sleepy insight can be controlled by its policy that will decide the chance for bonus and power of it.<>Sleepy insight gives you a chance to obtain some [insight] when a new year begins. (The amount and chance can be controlled by its policy!)","icon":[33,25,"magixmod"],"type":"tech","cost":{"insight":17,"influence":3},"category":"tier1","startWith":0,"tier":45,"req":{"ritualism":true,"genius feeling":true},"precededBy":["ritualism","genius feeling"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":379},{"name":"coordination","displayName":"Coordination","desc":"[guard]s get better coordination, increasing the chance of successfully winning a battle against a thief.","icon":[33,27,"magixmod"],"type":"tech","cost":{"insight":260},"category":"tier1","startWith":0,"tier":1155,"chance":3,"req":{"battling thieves":true,"wizard wisdom":true},"precededBy":["battling thieves","wizard wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":380},{"name":"valid portal frame","displayName":"Valid portal frame","desc":"Before wizards will be able to open a gate to a new world, they must first learn some rules. Without a properly placed portal frame, a portal will not open (and may even explode in their faces)! //Rule 3: A portal's passageway should should be a correctly cut perfect square to make the passage safe and stable.","icon":[10,29,"magixmod"],"type":"tech","cost":{"insight":1015},"category":"tier1","startWith":0,"tier":3735,"req":{"Wizard complex":true,"belief in portals":true},"precededBy":["Wizard complex","belief in portals"],"leadsTo":["first portal to new world"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":382},{"name":"wonder 'o science","displayName":"Wonder 'o science","desc":"Unlocks the [university of science]. The [university of science] is a wonder that can be upgraded. To unlock further tiers, you need to complete Trials at higher levels to gain more [victory point]s. The university will be able to provide way more [education] and [wisdom II]. It may also lead to some new discoveries!","icon":[11,29,"magixmod"],"type":"tech","cost":{"insight II":305,"culture II":25,"culture":65},"category":"tier2","startWith":0,"tier":1165,"req":{"outstanders club":true,"monument-building III":true},"precededBy":["outstanders club","monument-building III"],"leadsTo":["beyond the edge II","parallel theory 3/3","mirror world 1/2","bigger university","dinium & unknownium working","manufacture units II","factories II","tool refinery 2/2","even bigger university"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":383},{"name":"well stored","displayName":"Well stored I","desc":"All storage units (except [essence storages]) provide 35% more storage. Complete Pocket for 2nd time to increase this bonus from 35 to 55%. This bonus does not stack with [spell of capacity]. //but why does it not apply to wells","icon":[12,15,"magixmod",13,15,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":384},{"name":"well stored 2","displayName":"Well stored II","desc":"All storage units (except [essence storages]) provide 55% more storage. You reached the maximum bonus that Mamuun can provide to you for completing Pocket. This bonus does not stack with [spell of capacity].","icon":[11,15,"magixmod",13,15,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":385},{"name":"beyond the edge II","displayName":"Beyond the edge II","desc":"Send your people beyond the edge of the world for the second time. You will lose 40% of your current [population], all remaining [adult]s will become [sick], and all [insight,Essential] amounts will be reset to 0 even if some of them are not required for this tech (it does not involve [industry point]s or [worship point]s). Also, it will reset [happiness] and [health] to its primary state.
    Note: It does not expand the map and it does not add any new goods. Getting this will give you an extra 7% of [land] and [wtr] rather than 1.5%, overriding the previous tech. It may help you, but there is an even larger risk now! The further you push beyond the edge, a stronger scourge will fall on you and your civilization...","icon":[0,35,"magixmod",0,30,"magixmod"],"type":"tech","cost":{"insight II":345,"science":26,"culture II":24},"category":"tier2","startWith":0,"tier":1960,"req":{"beyond the edge":true,"wonder 'o science":true},"precededBy":["beyond the edge","wonder 'o science"],"effects":[{"type":"provide res","what":{"wisdom II":20}},{"type":"provide res","what":{"education":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":386},{"name":"mirrors","displayName":"Mirrors","desc":"People now know how mirrors work and even know how to make simple ones themselves! @provides 20 [wisdom II] and 1 [education]","icon":[8,30,"magixmod"],"type":"tech","cost":{"insight":625},"category":"tier1","startWith":0,"tier":8736,"req":{"burial in new world":true},"precededBy":["burial in new world"],"leadsTo":["parallel theory 1/3"],"effects":[{"type":"provide res","what":{"wisdom II":20}},{"type":"provide res","what":{"education":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":387},{"name":"parallel theory 1/3","displayName":"Parallel theory 1/3","desc":"What if you can a make mirror work like a portal? //This part of the theory is about the general concept.","icon":[28,27,"magixmod",9,30,"magixmod"],"type":"tech","cost":{"insight":1600},"category":"tier1","startWith":0,"tier":14248,"req":{"physics II":true,"mirrors":true},"precededBy":["physics II","mirrors"],"leadsTo":["parallel theory 2/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":388},{"name":"parallel theory 2/3","displayName":"Parallel theory 2/3","desc":"What if you can a make mirror work like a portal? //This part of theory is about the portal and its stability.","icon":[27,27,"magixmod",9,30,"magixmod"],"type":"tech","cost":{"insight II":150},"category":"tier2","startWith":0,"tier":15138,"req":{"physics II":true,"parallel theory 1/3":true,"symbolism III":true},"precededBy":["physics II","parallel theory 1/3","symbolism III"],"leadsTo":["parallel theory 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":389},{"name":"parallel theory 3/3","displayName":"Parallel theory 3/3","desc":"What if you can a make mirror work like a portal? //This part is related to the creation of the mirror world!","icon":[26,27,"magixmod",9,30,"magixmod"],"type":"tech","cost":{"insight II":400,"science":60,"culture II":30,"faith II":30,"influence II":25},"category":"tier2","startWith":0,"tier":16848,"req":{"parallel theory 2/3":true,"wonder 'o science":true},"precededBy":["parallel theory 2/3","wonder 'o science"],"leadsTo":["mirror world 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":390},{"name":"mirror world 1/2","displayName":"Mirror world 1/2","desc":"Unlocks a [grand mirror], which will double your [land] amount upon its completion. It compounds with bonuses from [beyond the edge] and [beyond the edge II]. The cost and display depends on your people's path. In fact, it is a passage to an exact copy of the current world before your civilization set up anything! Make sure you fulfill the upkeep of the mirror, however, because if you do not, then the [grand mirror] will disable and you will lose your land.","icon":[27,3,"magixmod",10,30,"magixmod"],"type":"tech","cost":{"insight II":400,"science":62,"culture II":38},"category":"tier2","startWith":0,"tier":17998,"req":{"parallel theory 3/3":true,"wonder 'o science":true,"bigger university":true},"precededBy":["parallel theory 3/3","wonder 'o science","bigger university"],"leadsTo":["mirror world 2/2","block-smithery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":391},{"name":"mirror world 2/2","displayName":"Mirror world 2/2","desc":"The amount of [land] and [wtr] you have is doubled from now on! Enjoy...but it is seriously time to stop. // The more worlds you open, the more unstable your world will become...","icon":[27,2,"magixmod",10,30,"magixmod"],"type":"tech","cost":{"insight II":425,"science":62,"culture II":38,"faith II":30,"dark essence":200000,"tablet 'o mirror":1},"category":"tier2","startWith":0,"tier":218554,"req":{"mirror world 1/2":true},"precededBy":["mirror world 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":392},{"name":"bigger university","displayName":"Bigger university","desc":"@Unlocks the next level of the [university of science]. Requires 4 [victory point]s to level up. Unlocks the [grand mirror].","icon":[9,29,"magixmod"],"type":"tech","cost":{"insight II":300,"university point":300,"science":50},"category":"tier2","startWith":0,"tier":4535,"req":{"wonder 'o science":true,"Wizard complex":true},"precededBy":["wonder 'o science","Wizard complex"],"leadsTo":["mirror world 1/2","villas of victory","at(ct)","even bigger university","f.r.o.s.t.y overclock III","doctoral analysis","physics III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":393},{"name":"druidism","displayName":"Druidism","desc":"@unlocks [druid]s, who gather more [faith] and [happiness] than [soothsayer]s (although with a limit)","icon":[25,30,"magixmod"],"type":"tech","cost":{"insight":35,"faith":5,"culture":25,"influence":10},"category":"tier1","startWith":0,"tier":120,"req":{"ritualism":true,"symbolism":true,"language":true},"precededBy":["ritualism","symbolism","language"],"leadsTo":["druidsymbolism1","druidsymbolism2","gardening","plant-loving bees"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":394},{"name":"deep mining & quarrying","displayName":"Deep mining & quarrying","desc":"@Unlocks Deep mining and Deep quarrying for their respective units","icon":[10,1,"magixmod"],"type":"tech","cost":{"insight II":125,"influence II":10,"science":5},"category":"tier2","startWith":0,"tier":545,"req":{"leaves of wisdom":true,"prospecting II":true},"precededBy":["leaves of wisdom","prospecting II"],"leadsTo":["mining II","quarrying III","prospecting III","furnace modernization"],"effects":[{"type":"show context","what":["deep mine"]},{"type":"show context","what":["deep quarry"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":398},{"name":"mining II","displayName":"Mining II","desc":"Strike the earth (even stronger) for new minerals and mystical wonders! @[mine]s can mine even deeper. To unlock prospecting for them get [prospecting III] research.","icon":[0,35,"magixmod",12,1,"magixmod"],"type":"tech","cost":{"insight II":190,"science":12,"culture II":8},"category":"upgrade","startWith":0,"tier":945,"req":{"digging":true,"construction":true,"eotm":true,"deep mining & quarrying":true},"precededBy":["digging","construction","eotm","deep mining & quarrying"],"leadsTo":["furnace modernization","osmium-working","lead-working","mythril-working","zinc-working","blackium-working","dinium & unknownium working"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":399},{"name":"quarrying III","displayName":"Quarrying III","desc":"Quarries can reach even deeper, allowing you to gain 10% more from all modes. @If you have [prospecting III], this will unlock a new mode that will mainly focus on gathering these minerals.","icon":[12,0,"magixmod"],"type":"tech","cost":{"insight II":170,"science":12,"faith II":4,"culture II":2,"influence II":2},"category":"upgrade","startWith":0,"tier":1170,"req":{"quarrying II":true,"cozy building":true,"deep mining & quarrying":true,"eotm":true},"precededBy":["quarrying II","cozy building","deep mining & quarrying","eotm"],"leadsTo":["furnace modernization","quarrying IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":400},{"name":"prospecting III","displayName":"Prospecting III","desc":"[prospecting] improvements: @[mine]s can get new minerals from Deep mining @[quarry,Quarries] gain a mode that will gather three times more minerals that can only be obtained by quarrying, but six times less of non-minerals","icon":[1,35,"magixmod",11,1,"magixmod"],"type":"tech","cost":{"insight II":200,"science":15,"influence II":5},"category":"upgrade","startWith":0,"tier":1200,"req":{"quarrying II":true,"cozy building":true,"deep mining & quarrying":true,"eotm":true},"precededBy":["quarrying II","cozy building","deep mining & quarrying","eotm"],"leadsTo":["prospecting IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":401},{"name":"furnace modernization","displayName":"Furnace modernization","desc":"Furnaces will become Blackium furnaces. These require three times the upkeep but can smelt plenty of new ores. In addition, it is 2% more efficient, regardless of the path chosen by your people.","icon":[8,12,11,0,"magixmod",0,18,"magixmod"],"type":"tech","cost":{"insight II":235,"science":15},"category":"upgrade","startWith":0,"tier":1800,"req":{"quarrying III":true,"mining II":true,"deep mining & quarrying":true},"precededBy":["quarrying III","mining II","deep mining & quarrying"],"leadsTo":["osmium-working","lead-working","mythril-working","zinc-working","blackium-working","dinium & unknownium working"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":402},{"name":"time measuring 1/2","displayName":"Time measuring 1/2","desc":"People know how to measure time. Getting this will let you see what year it is in your tribe! Also allows to see when temporary traits will expire. //To be able to see see what day it is, obtain the next part of this research.","icon":[27,3,"magixmod",34,30,"magixmod"],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":600,"chance":10,"req":{"maths II":true,"primary time measure":true},"precededBy":["maths II","primary time measure"],"leadsTo":["culture of the afterlife","time measuring 2/2","discovery with love","culture of the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":403},{"name":"osmium-working","displayName":"Osmium-working","desc":"@[furnace]s can now make [soft metal ingot]s from [osmium ore]","icon":[16,30,"magixmod"],"type":"tech","cost":{"insight II":183,"science":2},"category":"tier2","startWith":0,"tier":1985,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":405},{"name":"lead-working","displayName":"Lead-working","desc":"@[furnace]s can now make [hard metal ingot]s from [lead ore]","icon":[13,30,"magixmod"],"type":"tech","cost":{"insight II":183,"science":2},"category":"tier2","startWith":0,"tier":1985,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":406},{"name":"mythril-working","displayName":"Mythril-working","desc":"@[furnace]s can now make [precious metal ingot]s from [mythril ore]@[blacksmith workshop] can now Forge [various metal block]s out of [mystical metal ingot]s","icon":[14,30,"magixmod"],"type":"tech","cost":{"insight II":200,"science":5},"category":"tier2","startWith":0,"tier":2005,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":407},{"name":"zinc-working","displayName":"Zinc-working","desc":"@[furnace]s can now make [hard metal ingot]s from [zinc ore]","icon":[15,30,"magixmod"],"type":"tech","cost":{"insight II":183,"science":2},"category":"tier2","startWith":0,"tier":1985,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":408},{"name":"blackium-working","displayName":"Blackium-working","desc":"@[furnace]s can now make [mystical metal ingot]s from [blackium ore]","icon":[17,30,"magixmod"],"type":"tech","cost":{"insight II":180},"category":"tier2","startWith":0,"tier":1980,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":409},{"name":"dinium & unknownium working","displayName":"Dinium & unknownium working","desc":"@[furnace]s can now make [mystical metal ingot]s from [dinium ore] and [unknownium ore]. However, there's only a 50% chance that it will succeed.","icon":[18,30,"magixmod"],"type":"tech","cost":{"insight II":300,"science":30},"category":"tier2","startWith":0,"tier":4235,"req":{"mining II":true,"furnace modernization":true,"wonder 'o science":true,"osmium-working":true,"blackium-working":true,"zinc-working":true,"mythril-working":true,"lead-working":true},"precededBy":["mining II","furnace modernization","wonder 'o science","osmium-working","blackium-working","zinc-working","mythril-working","lead-working"],"leadsTo":["block-smithery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":410},{"name":"block-smithery","displayName":"Block-smithery","desc":"@Unlocks the [block-smith workshop]. It is a subtype of the [blacksmith workshop] that will forge blocks out of precious resources. @After obtaining this, your [blacksmith workshop] will no longer forge blocks. @Uses [land of the Plain Island].","icon":[20,30,"magixmod"],"type":"tech","cost":{"insight II":340,"science":40},"category":"tier2","startWith":0,"tier":21168,"req":{"dinium & unknownium working":true,"mirror world 1/2":true},"precededBy":["dinium & unknownium working","mirror world 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":412},{"name":"handwashC","displayName":"Handwashing","desc":"People will now wash their hands. However, they do not know how to make soap properly. (At least it can clean hands though!) This raises your people's [health] level slightly and decreases the rate of sickness by a tiny amount.","icon":[8,18,"magixmod"],"type":"tech","cost":{"insight":435},"category":"tier1","startWith":0,"tier":435,"chance":3,"req":{"caretaking":true,"moderation":false},"precededBy":["caretaking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":413},{"name":"handwashM","displayName":"Handwashing","desc":"People will now wash their hands. However, they do not know how to make soap, and they'll forget to do it often. (At least it can clean hands though!) Raises your people's [health] level slightly and decreases the rate of sickness by a tiny amount.","icon":[34,24,"magixmod"],"type":"tech","cost":{"insight":435},"category":"tier1","startWith":0,"tier":435,"chance":3,"req":{"moderation":true,"caretaking":false},"precededBy":["moderation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":414},{"name":"primary intuition","displayName":"Primary intuition","desc":"[primary intuition] is an important key for some researches. However, if [population,people] will expand their intuition, they should be able to think about further, more complicated researching. //Having just [primary intuition] allows you to research up to [oral tradition]. More complicated researches like sewing and crafting can be unlocked only with \\"secondary\\" [intuition].","icon":[34,31,"magixmod"],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":415},{"name":"manufacture units II","displayName":"Manufacture units II","desc":"Now, more units will be merged into one. [artisan]s' crafting of [stone weapons], [stone tools], [bow]s and [crossbow]s will no longer be available and will no longer work in those modes!","icon":[16,31,"magixmod"],"type":"tech","cost":{"insight II":350},"category":"tier2","startWith":0,"tier":25666,"chance":3,"req":{"moderation":false,"caretaking":true,"manufacture units I":true,"outstanding wisdom":true,"wonder 'o science":true,"tool refinery 2/2":true},"precededBy":["caretaking","manufacture units I","outstanding wisdom","wonder 'o science","tool refinery 2/2"],"leadsTo":["larger toolhuts"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":417},{"name":"mentors of nature","displayName":"Mentors of nature","desc":"[druid]s will now generate [health]. //Some people call them Nature's Descendants, which might be part of the reason.","icon":[31,31,"magixmod"],"type":"tech","cost":{"insight":750},"category":"tier1","startWith":0,"tier":3470,"chance":3,"req":{"Wizard complex":true,"smaller but efficient":true},"precededBy":["Wizard complex","smaller but efficient"],"leadsTo":["trees of faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":418},{"name":"factories II","displayName":"Factories II","desc":"Now, more units will be merged into one. [artisan]s that craft [stone weapons], [stone tools], and [bow]s will refuse to work.//@Getting this tech unlocks the [heat factory], which will replace the Start fires mode for [firekeeper]s. You will still be able to specify from what resource [heat factory,Heat factories] will produce [fire pit]s by switching modes!","icon":[17,31,"magixmod"],"type":"tech","cost":{"insight II":330,"lightning essence":8000},"category":"tier2","startWith":0,"tier":30976,"chance":3,"req":{"moderation":true,"caretaking":false,"factories I":true,"outstanding wisdom":true,"wonder 'o science":true,"tool refinery 2/2":true},"precededBy":["moderation","factories I","outstanding wisdom","wonder 'o science","tool refinery 2/2"],"leadsTo":["hotter factories"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":420},{"name":"villas of victory","displayName":"Villas of victory","desc":"Unlocks a rather unique way to give people [housing]...//This unit will provide more [housing] based on the amount of [victory point]s you have. @provides 15 [inspiration II], 5 [spirituality II] and 5 [authority II]","icon":[0,31,"magixmod"],"type":"tech","cost":{"insight II":325,"science":50,"culture II":25},"category":"tier2","startWith":0,"tier":4935,"chance":3,"req":{"bigger university":true},"precededBy":["bigger university"],"leadsTo":["deep-rooted faith","brahim the angel of authority","sergius the angel of belief"],"effects":[{"type":"provide res","what":{"inspiration II":15}},{"type":"provide res","what":{"spirituality II":5}},{"type":"provide res","what":{"authority II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":421},{"name":"dynamics","displayName":"Dynamics","desc":"Provides 25 [wisdom] for free. This tech will help people understand more complicated concepts in this large and expansive world!","icon":[32,31,"magixmod"],"type":"tech","cost":{"insight":1400,"science":1},"category":"tier1","startWith":0,"tier":2952,"chance":30,"req":{"physics":true,"gt3":true},"precededBy":["physics","gt3"],"leadsTo":["festive lights"],"effects":[{"type":"provide res","what":{"wisdom":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":422},{"name":"\\"dark season\\"","displayName":"“Dark season”","desc":"People will find entertainment out of spooky things. //Prepare for a festival of fear...","icon":[5,7,"seasonal"],"type":"tech","cost":{"culture":30,"faith":5},"category":"seasonal","startWith":0,"tier":80,"chance":3,"req":{"tribalism":false,"culture of celebration":true,"sedentism":true,"intuition":true},"precededBy":["culture of celebration","sedentism","intuition"],"leadsTo":["pumpkins","costume-crafting","spirit-summoning","candy-crafting","vampirism","faunal vampirism","fear of revenants"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":423},{"name":"pumpkins","displayName":"Pumpkins","desc":"Your people will now be able to discover various pumpkins that will give you some treats...but some of them are just a tricks. This should help your civilization grow up. // Happy Halloween!
    Note! It won't make you get pumpkins permanently. Once Halloween ends you won't be able to get new Pumpkins until Halloween starts again. You can only get them during Halloween.","icon":[6,7,"seasonal"],"type":"tech","cost":{"insight":100},"category":"seasonal","startWith":0,"tier":180,"chance":3,"req":{"\\"dark season\\"":true},"precededBy":["\\"dark season\\""],"leadsTo":["pumpkins II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":424},{"name":"pumpkins II","displayName":"Pumpkins II","desc":"You can find pumpkins that will give you [insight,Essentials], [juices], and various other benefits! //Do you like pumpkins?","icon":[0,35,"magixmod",10,7,"seasonal"],"type":"tech","cost":{"insight":1000},"category":"seasonal","startWith":0,"tier":10426,"chance":3,"req":{"pumpkins":true,"alchemy":true},"precededBy":["pumpkins","alchemy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":425},{"name":"tool refinery 1/2","displayName":"Tool refinery 1/2","desc":"Many of your tools are old and easily craftable, which will slowly cause them to decay. Is there a way to make them decay slower? People will (hopefully) figure it out later.","icon":[27,3,"magixmod",25,31,"magixmod"],"type":"tech","cost":{"insight":1500,"wisdom":15},"category":"tier1","startWith":0,"tier":19571,"chance":3,"req":{"paradise crafting":true},"precededBy":["paradise crafting"],"leadsTo":["tool refinery 2/2"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":438},{"name":"dynamics II","displayName":"Dynamics II","desc":"You people will understand dynamics much better, and know exactly how gravity behaves. @Thanks to a more exact understanding of the world, higher-level researches may become easier. @provides 2 [education] and 25 [wisdom II]","icon":[0,35,"magixmod",33,31,"magixmod"],"type":"tech","cost":{"insight II":200,"science":15},"category":"tier2","startWith":0,"tier":5043,"chance":30,"req":{"physics II":true,"gt3":true,"doctrine of the dark wormhole 3/5":true},"precededBy":["physics II","gt3","doctrine of the dark wormhole 3/5"],"leadsTo":["even bigger university","f.r.o.s.t.y overclock III"],"effects":[{"type":"provide res","what":{"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":440},{"name":"tool refinery 2/2","displayName":"Tool refinery 2/2","desc":"[stone tools] become refined, making them decay slower. Also, [artisan]s are no longer able to craft them. Obtain [factories II] or [manufacture units II] to unlock a unit that will let you craft them again if you do not have it yet!","icon":[27,2,"magixmod",25,31,"magixmod"],"type":"tech","cost":{"insight II":150,"science":5},"category":"tier2","startWith":0,"tier":20891,"chance":3,"req":{"tool refinery 1/2":true,"outstanding wisdom":true,"wonder 'o science":true},"precededBy":["tool refinery 1/2","outstanding wisdom","wonder 'o science"],"leadsTo":["manufacture units II","factories II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":441},{"name":"at(ct)","displayName":"Automation","desc":"Caretaking has one feature: people do not focus that much on industrialization or technological progress or innovations. That means that for some parts of automation, people will want to discover it later, but they won't want to make every single thing being automated.","icon":[15,31,"magixmod"],"type":"tech","cost":{"insight":1500,"wisdom":15},"category":"tier1","startWith":0,"tier":21386,"chance":3,"req":{"paradise crafting":true,"bigger university":true},"precededBy":["paradise crafting","bigger university"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":442},{"name":"even bigger university","displayName":"Even bigger university","desc":"@Unlocks the 3rd level of the [university of science]! Requires 10 [victory point]s to level up. @Makes [season for inventing] reduce science costs more and also causes [sabotaged knowledge] to increase the amount of required [science] slower.","icon":[21,30,"magixmod"],"type":"tech","cost":{"insight II":600,"university point":300,"science":80,"culture II":115,"faith II":80},"category":"upgrade","startWith":0,"tier":10313,"req":{"wonder 'o science":true,"Wizard complex":true,"bigger university":true,"deep-rooted faith":true,"dynamics II":true},"precededBy":["wonder 'o science","Wizard complex","bigger university","deep-rooted faith","dynamics II"],"leadsTo":["constelations","mathV(sums)","mathV(3dgeo)","mathV(algebra)"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":443},{"name":"tile inspection","displayName":"Tile inspection","desc":"@From now on, you can inspect discovered tiles in you Territory tab by clicking on them. //@You can see goods and their density on the tile. @You can also inspect newly discovered tiles and get full info about its goods. @However, you still can't see exactly how many of a resource you have within your territory!","icon":[34,14,"magixmod"],"type":"tech","cost":{"insight":10,"culture":15},"category":"tier1","startWith":0,"tier":100,"req":{"intuition":true,"scouting":true,"plant lore":true,"hunting":true},"precededBy":["intuition","scouting","plant lore","hunting"],"leadsTo":["tile inspection II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":448},{"name":"winter holidays","displayName":"Winter holidays","desc":"@You want to bring one of events/festivities you know from somewhere else right to your tribe...something about winter. //It is all about snow, snowmen, etc. However, no one has shown to anyone what a snowman looks like or what a winter ornament is. @[digger]s will start digging for [snow] if available.","icon":[1,11,"seasonal"],"type":"tech","cost":{"insight":210,"culture":45,"faith":5},"category":"seasonal","startWith":0,"tier":1205,"req":{"culture of celebration":true,"philosophy":true,"tribalism":false},"precededBy":["culture of celebration","philosophy"],"leadsTo":["the christmas","snowmen","festive artisanistry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":451},{"name":"the christmas","displayName":"Christmas","desc":"@People acknowledged that the important parts of this event will not only expand the holiday cheer of your people, but also make various decorations like like ornaments and lights.","icon":[2,11,"seasonal"],"type":"tech","cost":{"insight":400,"culture":100,"faith":32},"category":"seasonal","startWith":0,"tier":4212,"req":{"culture of celebration":true,"Wizard complex":true,"tribalism":false,"winter holidays":true},"precededBy":["culture of celebration","Wizard complex","winter holidays"],"leadsTo":["festive robot print","festive lights II","punish the grinch!"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":452},{"name":"carols","displayName":"Carols","desc":"Christmas is a special time. Now people will sing/play not only normal songs but also they are no afraid to sing/play carols. //[musician] can now craft [christmas essence]!","icon":[9,11,"seasonal"],"type":"tech","cost":{"insight II":20,"culture II":30,"christmas essence":1020},"category":"seasonal","startWith":0,"tier":1235,"req":{"symbolism II":true,"ritualism II":true,"music":true,"tribalism":false},"precededBy":["symbolism II","ritualism II","music"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":453},{"name":"xmas1","displayName":"Christmas upgrade: Artisans","desc":"The spirits of Christmas thank your [artisan]s for crafting lights, ornaments, and neat decorations that bring Christmas to this world. For this run and the next 0 runs/legacies, your [artisan]s are 3% more efficient. //Note: During Christmas the use won't disable, however, when it ends, you will start losing that bonus, meaning that you will have to wait until next Christmas.","icon":[10,12,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":454},{"name":"xmas2","displayName":"Christmas upgrade: Clothiers","desc":"The spirits of Christmas thank your [clothier]s for weaving and sewing festive clothing, bringing Christmas to this world. For this run and the next 0 runs/legacies, your [clothier]s are 3% more efficient. //Note: During Christmas the use won't disable, however, when it ends, you will start losing that bonus, meaning that you will have to wait until next Christmas.","icon":[11,12,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":455},{"name":"xmas3","displayName":"Christmas upgrade: Potters","desc":"The spirits of Christmas thank your [potter]s for crafting festive pots and bowls with Christmas symbols that bring Christmas to this world. For this run and the next 0 runs/legacies, your [potter]s are 3% more efficient. //Note: During Christmas the use won't disable, however, when it ends, you will start losing that bonus, meaning that you will have to wait until next Christmas.","icon":[12,12,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":456},{"name":"xmas4","displayName":"Christmas upgrade: Carving","desc":"The spirits of Christmas thank your [carver]s for carving festive statuettes out of various materials and for decorating cut stone with festive shapes/symbols, bringing Christmas to this world. For this run and the next 0 runs/legacies, your [carver]s are 3% more efficient. //Note: During Christmas the use won't disable, however, when it ends, you will start losing that bonus, meaning that you will have to wait until next Christmas.","icon":[13,12,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":457},{"name":"snowmen","displayName":"Snowmen","desc":"Since [digger]s are able to dig for snow and you understand what it is, you can explain what is and what snowmen look like! @Unlocks a new tech.","icon":[10,11,"seasonal"],"type":"tech","cost":{"insight":90,"culture":50},"category":"seasonal","startWith":0,"tier":1345,"req":{"winter holidays":true},"precededBy":["winter holidays"],"leadsTo":["festive robot print"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":458},{"name":"festive robot print","displayName":"Festive robot print","desc":"A [festive robot print] may help you to gather [christmas essence] out of snowmen kids. Works slowly and is very limited, but you can unlock magical overclocks later. @However, with each overclock, a chance to lose a snowman upon [christmas essence,Essence] feed increases.","icon":[14,12,"seasonal"],"type":"tech","cost":{"insight":1000,"wisdom":100},"category":"seasonal","startWith":0,"tier":5452,"req":{"the christmas":true,"snowmen":true},"precededBy":["the christmas","snowmen"],"leadsTo":["f.r.o.s.t.y overclock I","f.r.o.s.t.y overclock II","f.r.o.s.t.y overclock III","festive lights"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":459},{"name":"f.r.o.s.t.y overclock I","displayName":"F.r.o.s.t.y overclock I","desc":"Wizards figured out how to overclock [f.r.o.s.t.y]. They know how to do it and also they know that there is no way to remove probability of snowman being destroyed by extraction. @[f.r.o.s.t.y] is 25% faster @[f.r.o.s.t.y] is 5% more likely to destroy a snowman","icon":[5,12,"seasonal"],"type":"tech","cost":{"insight":600,"culture":100,"influence":50,"christmas essence":114},"category":"seasonal","startWith":0,"tier":6316,"req":{"festive robot print":true,"land acknowledge":true,"tribalism":false},"precededBy":["festive robot print","land acknowledge"],"leadsTo":["f.r.o.s.t.y overclock II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":460},{"name":"f.r.o.s.t.y overclock II","displayName":"F.r.o.s.t.y overclock II","desc":"Wizards figured out how to overclock [f.r.o.s.t.y] even more than before. They know how to do it and also they know that there is no way to remove probability of snowman being destroyed by extraction. Also they know from previous experiences that the faster he is the bigger \\"snowman destruction\\" it causes...
    but this overclock increases the chance for that at least as for now it is possible. @[f.r.o.s.t.y] is 25% faster (compounding) @[f.r.o.s.t.y] is 7% more likely to destroy a snowman","icon":[4,12,"seasonal"],"type":"tech","cost":{"insight II":110,"culture II":20,"influence II":5,"science":5,"christmas essence":546},"category":"seasonal","startWith":0,"tier":7002,"req":{"festive robot print":true,"policy revaluation":true,"f.r.o.s.t.y overclock I":true},"precededBy":["festive robot print","policy revaluation","f.r.o.s.t.y overclock I"],"leadsTo":["f.r.o.s.t.y overclock III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":461},{"name":"f.r.o.s.t.y overclock III","displayName":"F.r.o.s.t.y overclock III","desc":"Wizards figured out how to overclock [f.r.o.s.t.y]. They know how to do it and also they know that there is no way to remove probability of snowman being destroyed by extraction. @[f.r.o.s.t.y] is 45% faster (compounding) @[f.r.o.s.t.y] is 10% more likely to destroy a snowman","icon":[3,12,"seasonal"],"type":"tech","cost":{"insight II":400,"science":45},"category":"seasonal","startWith":0,"tier":13865,"req":{"festive robot print":true,"bigger university":true,"f.r.o.s.t.y overclock II":true,"dynamics II":true},"precededBy":["festive robot print","bigger university","f.r.o.s.t.y overclock II","dynamics II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":462},{"name":"festive lights","displayName":"Festive lights","desc":"Artisan of christmas can now craft festive lights. Let the streets be even nicer. Obtaining [mo' beauty] doubles your [happiness] gain from lights, but makes them used in more places.","icon":[18,12,"seasonal"],"type":"tech","cost":{"insight":800,"christmas essence":593},"category":"seasonal","startWith":0,"tier":9357,"req":{"festive robot print":true,"physics":true,"dynamics":true},"precededBy":["festive robot print","physics","dynamics"],"leadsTo":["festive lights II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":463},{"name":"festive lights II","displayName":"Festive lights II","desc":"Lights bring more [happiness] and are used even more. //So joyful all around!","icon":[0,35,"magixmod",16,12,"seasonal"],"type":"tech","cost":{"insight II":200,"science":5},"category":"seasonal","startWith":0,"tier":9772,"req":{"outstanding wisdom":true,"the christmas":true,"festive lights":true,"mo' beauty":true},"precededBy":["outstanding wisdom","the christmas","festive lights","mo' beauty"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":464},{"name":"globetrottering","displayName":"Globetrottering","desc":"@Unlocks the [globetrotter]. // [globetrotter]s not only want to explore and discover new landscapes and terrain but also want to deepen their knowledge about new lands a little more.","icon":[35,1,"magixmod"],"type":"tech","cost":{"insight":30,"culture":10},"category":"tier1","startWith":0,"tier":130,"req":{"scouting":true,"building":true,"a gift from the mausoleum":true},"precededBy":["scouting","building","a gift from the mausoleum"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":468},{"name":"festive artisanistry","displayName":"Festive artisanistry","desc":"Unlocks the [artisan of christmas]. //Ho, ho, ho!","icon":[15,11,"seasonal"],"type":"tech","cost":{"insight":600,"culture":100,"influence":50},"category":"seasonal","startWith":0,"tier":1955,"req":{"winter holidays":true,"tribalism":false},"precededBy":["winter holidays"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":469},{"name":"valentine1","displayName":"Waters of love","desc":"Amore the Angel of [love] and the son of [se03,Tu-ria] and [se11,Enlightened] thank you for completing the wonder and spreading love all around the globe. For this run and the next 0 runs/legacies, you will start with 80 extra [water]. //Note: While Valentines is active the use won't disable, however, when Valentines ends, you will start losing that bonus, meaning that you will have to wait until next Valentines.","icon":[3,18,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"water":80}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":470},{"name":"valentine2","displayName":"Lovely herbs","desc":"Amore the Angel of [love] and the son of [se03,Tu-ria] and [se11,Enlightened] thank you for completing the wonder and spreading love all around the globe. For this run and the next 0 runs/legacies, you will start with 70 extra [herb]s. //Note: While Valentines is active the use won't disable, however, when Valentines ends, you will start losing that bonus, meaning that you will have to wait until next Valentines.","icon":[4,18,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"herb":80}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":471},{"name":"valentine3","displayName":"Meat of falling love","desc":"Amore the Angel of [love] and the son of [se03,Tu-ria] and [se11,Enlightened] thank you for completing the wonder and spreading love all around the globe. For this run and the next 0 runs/legacies, you will start with 70 extra [cooked meat]. //Note: While Valentines is active the use won't disable, however, when Valentines ends, you will start losing that bonus, meaning that you will have to wait until next Valentines.","icon":[5,18,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"cooked meat":60}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":472},{"name":"valentine4","displayName":"Amore's child","desc":"Amore the Angel of [love] and the son of [se03,Tu-ria] and [se11,Enlightened] thank you for completing the wonder and spreading love all around the globe. For this run and the next 0 runs/legacies, you will start with 1 extra [child] and 1 extra [insight]. //Note: While Valentines is active the use won't disable, however, when Valentines ends, you will start losing that bonus, meaning that you will have to wait until next Valentines.","icon":[6,18,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"child":1,"insight":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":473},{"name":"love grows around us","displayName":"Love grows around us","desc":"@One person that loves a lot of other people is enough...Wait undefined! You are ruler of the tribe and love people a lot. And they also love you. Let's plant the seeds of this festival... //Getting this will unlock [love], which is important to this event and may even provide some rewards if your [love] level is high enough.","icon":[18,17,"seasonal"],"type":"tech","cost":{"insight":240,"culture":45,"faith":5,"research":80},"category":"seasonal","startWith":0,"tier":1315,"req":{"culture of celebration":true,"philosophy":true,"tribalism":false},"precededBy":["culture of celebration","philosophy"],"leadsTo":["parental love","families full of love"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":474},{"name":"lovely monument","displayName":"Lovely monument","desc":"You will now be able to construct the [fortress of love]. //A place for all Senpais...aww","icon":[7,16,"seasonal"],"type":"tech","cost":{"culture II":25,"research":150,"insight II":15},"category":"seasonal","startWith":0,"tier":14772,"chance":35,"req":{"parental love":true,"compliments":true,"alphabet 3/3":true,"monument-building II":true},"precededBy":["parental love","compliments","alphabet 3/3","monument-building II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":479},{"name":"families full of love","displayName":"Families full of love","desc":"Every year, you gain some amount of [love] from [elder]s.","icon":[10,16,"seasonal"],"type":"tech","cost":{"culture":75,"research":130,"faith":120,"influence":10,"insight":600},"category":"seasonal","startWith":0,"tier":11296,"chance":10,"req":{"love grows around us":true,"time measuring 2/2":true,"compliments":true,"alchemy":true},"precededBy":["love grows around us","time measuring 2/2","compliments","alchemy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":481},{"name":"message memory","displayName":"Message memory","desc":"@your message history will be increased from 25 to 50","icon":[35,13,"magixmod"],"type":"tech","cost":{"culture":15,"insight":5},"category":"tier1","startWith":0,"tier":100,"chance":7,"req":{"oral tradition":true,"caligraphy":true},"tutorialMesg":["tutorial","Perform three ascensions to unlock the Message filter. You will be able to use it via the Magix tab!",[32,27,"magixmod"]],"precededBy":["oral tradition","caligraphy"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":494},{"name":"bII(acceptance)","displayName":"Burial II","desc":"@Increases the positive effects of [acceptance of death] and [belongings preservance] by 5% <>@Funeral cerermonies are more common. @provides 30 [inspiration]","icon":[0,35,"magixmod",13,23,"magixmod",24,1],"type":"tech","cost":{"insight":510},"category":"tier1","startWith":0,"tier":1475,"chance":15,"req":{"burial":true,"philosophy":true,"bII(normal)":false},"precededBy":["burial","philosophy"],"effects":[{"type":"provide res","what":{"inspiration":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":495},{"name":"halloween ornaments","displayName":"Halloween ornaments","desc":"Increases your [spookiness] gain from all sources by +25%. //Various ornaments create better a Halloween climate, which makes everything more spooky. //Woah...*trembles*","icon":[7,9,"seasonal"],"type":"tech","cost":{"insight":250,"culture":100,"wisdom":25},"category":"seasonal","startWith":0,"tier":375,"chance":25,"req":{"trick or treat":true},"precededBy":["trick or treat"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":497},{"name":"costume-crafting","displayName":"Costume-crafting","desc":"[clothier]s will now be able to create spooky, scary [colored clothing]. While sewing these, [clothier]s will also gain some [spookiness] XP.//Note: After Halloween ends, crafting costumes will be replaced with Craft colored clothing till next Halloween. //Let's begin that scary mascarade...for real.","icon":[5,9,"seasonal"],"type":"tech","cost":{"insight":300,"culture":30},"category":"seasonal","startWith":0,"tier":915,"chance":3,"req":{"weaving II":true,"\\"dark season\\"":true},"precededBy":["weaving II","\\"dark season\\""],"leadsTo":["trick or treat"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":498},{"name":"spirit-summoning","displayName":"Spirit-summoning","desc":"Unlocks the [spirit summoner]. //Can summon ghosts of dead people from the past. Rarely, they will challenge themselves to summon a demon...which ends up with some rather concerning sickness. //@another source of [spookiness]. //Note: [spirit summoner] will only work during Halloween. //Don't you dare to disturb their eternal sleep!","icon":[3,9,"seasonal"],"type":"tech","cost":{"faith":80,"culture":40},"category":"seasonal","startWith":0,"tier":2875,"chance":6,"req":{"Wizard complex":true,"\\"dark season\\"":true},"precededBy":["Wizard complex","\\"dark season\\""],"leadsTo":["demon-summoning","halloween-spirits"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":499},{"name":"candy-crafting","displayName":"Candy-crafting","desc":"[artisan] can now craft [candy,Candies]. //Unlocking [trick or treat] can help you gather [halloween essence] out of the candies.//Note: You are able to set an artisan into that mode only during Halloween. After the event ends, [artisan] won't produce any more [candy,Candies] until Halloween starts again!//Candies are so tasty! Mmmm...","icon":[8,8,"seasonal"],"type":"tech","cost":{"insight":800,"culture":100},"category":"seasonal","startWith":0,"tier":4775,"chance":3,"req":{"farm of the sugar cane":true,"\\"dark season\\"":true},"precededBy":["farm of the sugar cane","\\"dark season\\""],"leadsTo":["trick or treat"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":500},{"name":"demon-summoning","displayName":"Demon-summoning","desc":"[spirit summoner]s are now able to summon demons of Halloween at the cost of [halloween essence] to minimalize risk of any sort of curses. //While in the new mode, [spirit summoner,Summoners] gain more [spookiness] but use more. //Note: [spirit summoner] will only work during Halloween. //Eh? Ok, but don't tell me later that I didn't warn you.","icon":[6,9,"seasonal"],"type":"tech","cost":{"faith":100,"culture":100},"category":"seasonal","startWith":0,"tier":3075,"chance":10,"req":{"spirit-summoning":true,"trick or treat":true},"precededBy":["spirit-summoning","trick or treat"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":503},{"name":"hallow1","displayName":"Wander into darkness","desc":"The ancients of Halloween are going to support you for some time. For this run and the next 0 runs/legacies, your [wanderer]s are 2% more efficient. //Note: During Halloween the use won't disable, however, when Halloween ends, you will start losing that bonus, meaning that you will have to wait until next Halloween.","icon":[16,9,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":504},{"name":"hallow2","displayName":"Floral ritualists","desc":"The ancients of Halloween are going to support you for some time. For this run and the next 0 runs/legacies, your [florist]s are 3% more efficient. //Note: During Halloween the use won't disable, however, when Halloween ends, you will start losing that bonus, meaning that you will have to wait until next Halloween.","icon":[17,9,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":505},{"name":"hallow3","displayName":"Anti-mana","desc":"The ancients of Halloween are going to support you for some time. For this run and the next 0 runs/legacies, your [mana maker]s are 1% more efficient. //Note: During Halloween the use won't disable, however, when Halloween ends, you will start losing that bonus, meaning that you will have to wait until next Halloween.","icon":[18,9,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":506},{"name":"hallow4","displayName":"Dark tricks","desc":"The ancients of Halloween are going to support you for some time. For this run and the next 0 runs/legacies, your [fire wizard tower,Wizard towers] are 1% more efficient. //Note: During Halloween the use won't disable, however, when Halloween ends, you will start losing that bonus, meaning that you will have to wait until next Halloween.","icon":[19,9,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":507},{"name":"halloween-spirits","displayName":"Ancient spirits","desc":"[spirit summoner] can now summon Halloween spirits granting small amount of [spookiness] but their kindness may provide you extra [halloween essence]. //Those are probably the safest and best ancient spirits to summon.","icon":[11,9,"seasonal"],"type":"tech","cost":{"culture II":10},"category":"seasonal","startWith":0,"tier":2885,"chance":10,"req":{"eotm":true,"spirit-summoning":true},"precededBy":["eotm","spirit-summoning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":508},{"name":"basic mapping","displayName":"Basic mapping","desc":"@Allows Exploration units to travel more. They become more advanced and may explore further lands. // Increases the exploration cap.","icon":[9,9,"magixmod"],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":175,"req":{"scouting":true,"writing":true,"caligraphy":true,"alphabet 1/3":true},"precededBy":["scouting","writing","caligraphy","alphabet 1/3"],"leadsTo":["city planning","map details"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":509},{"name":"map details","displayName":"Map details","desc":"@Allows Exploration units to travel and explore even more. They become more advanced and may explore further lands. // Increases the exploration cap.","icon":[10,9,"magixmod"],"type":"tech","cost":{"insight":1200},"category":"tier1","startWith":0,"tier":9531,"req":{"basic mapping":true,"alphabet 2/3":true,"plain island building":true},"precededBy":["basic mapping","alphabet 2/3","plain island building"],"leadsTo":["terrain conservacy","advanced mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":510},{"name":"advanced mapping","displayName":"Advanced mapping","desc":"@Allows Exploration units to travel and explore even more. They become more advanced and may explore further lands. // Removes the exploration cap.","icon":[11,9,"magixmod"],"type":"tech","cost":{"insight II":85},"category":"tier2","startWith":0,"tier":9646,"req":{"map details":true,"focused scouting":true},"precededBy":["map details","focused scouting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":511},{"name":"missionary","displayName":"Missionary","desc":"@provides 1 [spirituality] when your [mausoleum]'s level is at or above LV5 @also increases your [faith] gain from [druid]s by 5% //Send a religious tribe to spread your religion and its concept all over the world. //Hey! Do not consider it as profanation. It is not like that...","icon":[17,33,"magixmod"],"type":"tech","cost":{"faith":10,"culture":5,"insight":10},"category":"tier1","startWith":0,"tier":70,"req":{"ritualism":true,"symbolism":true,"belief in the afterlife":true},"precededBy":["ritualism","symbolism","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":516},{"name":"doctoral analysis","displayName":"Doctoral analysis","desc":"@[archaeologist]s gain [wisdom II,Essentials II] instead of [wisdom,Essentials I] from rare relics. Also, every relic at or above Legendary rarity provides [science]. //Doctoral analysis can give way more information than a simple [archaeologist] has.","icon":[21,33,"magixmod"],"type":"tech","cost":{"science":70,"insight II":300},"category":"knowledge","startWith":0,"tier":6405,"chance":10,"req":{"better seeking":true,"bigger university":true},"precededBy":["better seeking","bigger university"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":518},{"name":"2nd portal past","displayName":"Second portal to new world","desc":"After your people heard [the ancestors call], your wizards figured out a way to activate a strange portal to the Ancestors land inside the basement of the latest wonder, among some stored [relic]s.","icon":[25,33,"magixmod"],"type":"tech","cost":{"insight":1595,"culture":300,"mana":2500,"influence":70,"spirituality":50,"population":1000},"category":"tier1","startWith":0,"tier":16386,"req":{"belief in portals":true,"first portal to new world":true,"the ancestors call":true,"monument-building II":true},"precededBy":["belief in portals","first portal to new world","the ancestors call","monument-building II"],"leadsTo":["ancestors world building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":520},{"name":"ancestors world building","displayName":"Ancestors world building","desc":"Unlocks a new sheet of buildings which can only be built in the newly opened ancestors world. //It would be nice to construct huge houses in their world. But if you did...it'll insult them.","icon":[32,33,"magixmod"],"type":"tech","cost":{"insight":4,"ancestors tablet":1},"category":"tier1","startWith":0,"tier":16391,"req":{"2nd portal past":true},"precededBy":["2nd portal past"],"leadsTo":["ancestors world crafting","tree-caring","ancestors world housing conceptions","ancestors world housing"],"effects":[{"type":"provide res","what":{"industry point":800}},{"type":"show res","what":["industry point"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":522},{"name":"tree-caring","displayName":"Tree-caring","desc":"@Unlocks [holy orchard]s from which you can get [ambrosium leaf,Ambrosium leaves]. //It is hard to believe that something as holy as Ambrosium can be found within the ancestors world...","icon":[4,7,"magixmod"],"type":"tech","cost":{"insight":1015},"category":"tier1","startWith":0,"tier":17406,"req":{"ancestors world building":true,"land acknowledge":true,"treeplanting":true},"precededBy":["ancestors world building","land acknowledge","treeplanting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":523},{"name":"blessed herbs","displayName":"Blessed herbs","desc":"[herb]s provide a little bit more [health] when consumed and no longer harm [happiness].","icon":[8,12,4,6,3,22,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":525},{"name":"bonus5","displayName":". . .","desc":"The attention of . . . is getting stronger. A whole bunch of thoughts, questions, and strange feelings constantly try to merge into one. Feels like that entity feels quite proud of your strength.","icon":[32,1,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":526},{"name":"bonus6","displayName":". . .","desc":"The attention of that unidentified entity feels like it is fully granted. //13th Seraphin, isn't he?","icon":[32,0,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":527},{"name":"glorious agriculture","displayName":"Glorious agriculture","desc":"Unlocks [wheat farmland,Farmlands] for [land of the Past,ancestors world]. [wheat farmland,Farmlands] not only produce [wheat, Food], but also provide a small amount of [housing] and [food storage].","icon":[3,9,"magixmod"],"type":"tech","cost":{"insight II":151,"culture II":40,"influence II":10,"science":10},"category":"tier2","startWith":0,"tier":18387,"req":{"ancestors world housing":true,"leaves of wisdom":true},"precededBy":["ancestors world housing","leaves of wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":529},{"name":"ancestors world housing conceptions","displayName":"Ancestors world housing conceptions","desc":"This technology doesn't unlock new housing yet. But, in the future, you will obtain a similar technology that finally will unlock new [housing].","icon":[6,8,"magixmod"],"type":"tech","cost":{"insight":1000,"culture":390,"inspiration":16,"faith":259},"category":"tier1","startWith":0,"tier":18056,"req":{"ancestors world building":true},"precededBy":["ancestors world building"],"leadsTo":["ancestors world housing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":530},{"name":"ancestors world housing","displayName":"Ancestors world housing","desc":"Allows you to unlock the [treehouse] in this world.","icon":[7,8,"magixmod"],"type":"tech","cost":{"insight II":70},"category":"tier2","startWith":0,"tier":18176,"req":{"ancestors world building":true,"ancestors world housing conceptions":true,"cozy building":true},"precededBy":["ancestors world building","ancestors world housing conceptions","cozy building"],"leadsTo":["glorious agriculture"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":531},{"name":"essential transmutation II","displayName":"Essential transmutation II","desc":"@[transcendentalist]s are five times as efficient, but will only use [insight II] from now on. @[dreamer]s will have a four times larger chance to succeed at transmuting knowledge essentials! //Looks like this civilization will create a new type of science soon!","icon":[17,34,"magixmod"],"type":"tech","cost":{"insight II":15,"science":5,"mana":500},"category":"tier2","startWith":0,"tier":645,"req":{"at3":true,"symbolism II":true},"precededBy":["at3","symbolism II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":537},{"name":"CaP(cruel)","displayName":"Crime and punishment (heavy)","desc":"@provides more detailed laws related to criminals in your civilization. @you may unlock other variations of this research depending on your civilization's relation to death. @this variation introduces a death sentence for various crimes such as robbery or murder, following \\"an eye for an eye, a tooth for a tooth\\" more strictly, at the cost of more criminals trying to flee.","icon":[30,34,"magixmod",26,0,"magixmod"],"type":"tech","cost":{"influence":25},"category":"knowledge","startWith":0,"tier":155,"chance":200,"req":{"code of law":true,"CaP":false,"CaP(light)":false},"precededBy":["code of law"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":568},{"name":"CaP(light)","displayName":"Crime and punishment (light)","desc":"@provides more detailed laws related to criminals in your civilization. @you may unlock other variations of this research depending on your civilization's relation to death. @this variation doesn't contain tortures or death penalties, decreasing the rate of criminals fleeing at the cost of more freed criminals. For much more serious crimes, people may simply be moved away.","icon":[30,34,"magixmod",24,1],"type":"tech","cost":{"influence":25},"category":"knowledge","startWith":0,"tier":155,"chance":200,"req":{"code of law":true,"CaP(cruel)":false,"CaP":false},"precededBy":["code of law"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":569},{"name":"city planning II","displayName":"City planning II","desc":"@[architect]s can construct 2 more buildings each (so instead 10 houses per 1 architect, now it will be 12 per architect). <>They may also plan some decorations for everyone around! //This knowledge may make cities constructed by your civilization look much less cluttered and better-looking...who knows what decorations they can come up with?","icon":[31,34,"magixmod"],"type":"tech","cost":{"insight":668,"wisdom":2},"category":"upgrade","startWith":0,"tier":9471,"req":{"construction II":true,"architects knowledge":true,"will to know more":true},"precededBy":["construction II","architects knowledge","will to know more"],"leadsTo":["city planning III","city planning III(m)"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":570},{"name":"city planning III","displayName":"City planning III","desc":"@[architect]s can construct 3 more building each (so instead 12 houses per 1 architect, now it will be 15). <>Also, with each construction setup that an [architect] builds, you will get some [happiness].//“Now that street I walk along every day looks stunning,” says an elder who lived has lived in the same house since their birth.","icon":[32,34,"magixmod"],"type":"tech","cost":{"insight II":75,"science":10},"category":"upgrade","startWith":0,"tier":9556,"req":{"city planning II":true,"caretaking":true,"eotm":true},"precededBy":["city planning II","caretaking","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":571},{"name":"city planning III(m)","displayName":"City planning III","desc":"[architect]s will now work 10% faster. //That's moderation...deal with it. It all goes to the smallest, fastest, most efficient...with few decorations on the streets.","icon":[33,34,"magixmod"],"type":"tech","cost":{"insight II":75,"science":10},"category":"upgrade","startWith":0,"tier":9691,"req":{"city planning II":true,"moderation":true,"guilds unite":true},"precededBy":["city planning II","moderation","guilds unite"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":572},{"name":"imprisonment","displayName":"Imprisonment","desc":"@[population,people] can now imprison [thief,Bad guys] until [guard]s can officially move them to [prison]s. @required to unlock [prison]s (along with [construction II] and [imprisonment II])","icon":[6,15,"magixmod"],"type":"tech","cost":{"insight":70},"category":"tier1","startWith":0,"tier":450,"req":{"CaP":true,"construction":true},"precededBy":["CaP","construction"],"leadsTo":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":573},{"name":"imprisonment II","displayName":"Imprisonment II","desc":"@unlocks [prison]s if [construction II] is researched. @[warehouse]s can store 5 [prisoner]s each should one dare to steal some resources.","icon":[0,35,"magixmod",5,15,"magixmod"],"type":"tech","cost":{"insight":700},"category":"tier1","startWith":0,"tier":8886,"req":{"plain island building":true,"imprisonment":true},"precededBy":["plain island building","imprisonment"],"leadsTo":["imprisonment III","sharp edges","fragile bars","longer prison sentences","shorter prison sentences"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":574},{"name":"imprisonment III","displayName":"Imprisonment III","desc":"The chance for [prisoner]s escaping a [prison] is lowered by quite a bit, but each [prison] will use 20 more [worker]s for tighter security. Also changes what your [prison]s look like.","icon":[1,35,"magixmod",4,16,"magixmod"],"type":"tech","cost":{"insight II":35,"science":5},"category":"tier2","startWith":0,"tier":8926,"req":{"leaves of wisdom":true,"imprisonment II":true},"precededBy":["leaves of wisdom","imprisonment II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":575},{"name":"bII(normal)","displayName":"Burial II","desc":"@Reduces the bad effects of [fear of death] and [belief in revenants] by 5%. <>@Funeral cerermonies are more common. @provides 30 [inspiration]","icon":[0,35,"magixmod",13,23,"magixmod",22,1],"type":"tech","cost":{"insight":510},"category":"tier1","startWith":0,"tier":1475,"chance":15,"req":{"burial":true,"philosophy":true,"bII(acceptance)":false},"precededBy":["burial","philosophy"],"effects":[{"type":"provide res","what":{"inspiration":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":589},{"name":"physics III","displayName":"Physics III","desc":"@provides 10 [education] and 25 [wisdom II] @People's understanding of physics and anomalies in reality increases. From now on, people will be able to understand the 3-dimensional world more. //It is x axis, y axis and z axis...","icon":[1,35,"magixmod",16,28,"magixmod"],"type":"tech","cost":{"insight II":300,"science":100},"category":"tier1","startWith":0,"tier":8847,"req":{"physics II":true,"bigger university":true},"precededBy":["physics II","bigger university"],"leadsTo":["beekeeping V"],"effects":[{"type":"provide res","what":{"education":10,"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":590},{"name":"mathV(sums)","displayName":"Maths V","desc":"@provides 10 [education] and 25 [wisdom II] @By picking this mathematical tech, your scholars and mathematicians working in your university will mostly discover endless sums, sequences etc.//Fibonacci, here we go...","icon":[3,35,"magixmod",17,28,"magixmod"],"type":"tech","cost":{"insight II":500,"science":100},"category":"tier1","startWith":0,"tier":16769,"req":{"maths IV":true,"even bigger university":true,"mathV(3dgeo)":false,"mathV(algebra)":false},"precededBy":["maths IV","even bigger university"],"effects":[{"type":"provide res","what":{"education":10,"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":591},{"name":"mathV(3dgeo)","displayName":"Maths V","desc":"@provides 10 [education] and 25 [wisdom II] @By picking this mathematical tech, your scholars and mathematicians working in your university will mostly try to understand all secrets of 3 dimensional geometry.//It is x axis, y axis, and z axis","icon":[3,35,"magixmod",18,28,"magixmod"],"type":"tech","cost":{"insight II":500,"science":100},"category":"tier1","startWith":0,"tier":16769,"req":{"maths IV":true,"even bigger university":true,"mathV(sums)":false,"mathV(algebra)":false},"precededBy":["maths IV","even bigger university"],"effects":[{"type":"provide res","what":{"education":10,"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":592},{"name":"mathV(algebra)","displayName":"Maths V","desc":"@provides 10 [education] and 25 [wisdom II] @By picking this mathematical tech, your scholars and mathematicians working in your university will master algebra.//3 variable equations?","icon":[3,35,"magixmod",19,28,"magixmod"],"type":"tech","cost":{"insight II":500,"science":100},"category":"tier1","startWith":0,"tier":16769,"req":{"maths IV":true,"even bigger university":true,"mathV(3dgeo)":false,"mathV(sums)":false},"precededBy":["maths IV","even bigger university"],"effects":[{"type":"provide res","what":{"education":10,"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":593},{"name":"symbI","displayName":"Symbolism","desc":"@[dreamer]s produce 40% more [insight]@obtaining techs now refund 1 [insight] for every 150 [insight] spent on research, rounded up.@adopting traits now provide 1 bonus [culture].<>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on colours. There are two types of [symbI] that you can unlock!","icon":[36,11,"magixmod"],"type":"tech","cost":{"culture":10,"insight":10},"category":"upgrade","startWith":0,"tier":40,"req":{"oral tradition":true,"intuition":true,"symbolism":false},"precededBy":["oral tradition","intuition"],"leadsTo":["symbolic cultural colors","symbolic knowledge colors"],"effects":[{"type":"provide res","what":{"cultural balance":3}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":597},{"name":"rafts","displayName":"Rafts","desc":"@Allows exploration through ocean shores @[rafts] are inefficient on the Tundra, Prairie, Ice desert, and Forest biomes<>//Rafts are good but a risky and uneasy way to explore the larger parts of the ocean. Depending on your closest location, consider picking [canoes] instead and make this tech be obtainable in a slightly later game stage.","icon":[29,6,"magixmod"],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":45,"req":{"tool-making":true,"woodcutting":true,"canoes":false},"precededBy":["tool-making","woodcutting"],"effects":[{"type":"allow","what":["shore exploring"]},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":598},{"name":"exploration trips","displayName":"Exploration trips","desc":"@unlocks a new mode for [wanderer]s, allowing them to discover nearby tiles if your primary terrain is decently explored.<>[wanderer]s will discover nearby terrain if their homeland is decently discovered.<>The alternative is [scouting], which can also be obtained at the same time upon reaching [wizardry]. (Be aware that not having [scouting] will prevent you from voyaging deeply into the ocean.)<>Keep in mind that to make Exploration units explore more terrain, you will need more researches.//Getting this increases the exploration cap by a little bit.","icon":[36,13,"magixmod"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":40,"chance":2,"req":{"tool-making":true,"language":true,"intuition":true,"scouting":false},"precededBy":["tool-making","language","intuition"],"leadsTo":["around the world"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":602},{"name":"around the world","displayName":"Exploration trips II","desc":"Increases the speed of [wanderer]s when exploring new tiles by 20%.//We're gonna go around the world!","icon":[0,35,"magixmod",36,13,"magixmod"],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":80,"req":{"exploration trips":true},"precededBy":["exploration trips"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":603},{"name":"trails","displayName":"Trails","desc":"Increases the speed of [wanderer]s by 15%, but decreases the speed of [scout]s by 5%. Decreases the chance of [wanderer]s getting lost.//Explore the world...without getting lost.","icon":[2,2,0,0,"magix2"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":50,"req":{"scouting":true,"horses":false},"precededBy":["scouting"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":604},{"name":"horses","displayName":"Adventurous people","desc":"Increases the speed of [scout]s by 15%, but decreases the speed of [wanderer]s by 5%. Decreases the chance of [scout]s getting lost.//Explore the world...without getting lost.","icon":[24,3,0,0,"magix2"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":50,"req":{"scouting":true,"trails":false},"precededBy":["scouting"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":605},{"name":"sandy shores","displayName":"Sandy shores","desc":"@Your [digger]s will be able to to collect small amounts of [sand] from the ocean, based on your [wtr] @The effect of [wtr] is capped at 1,000 and is based on your explored water. //A window...to dig...","icon":[4,9,24,1],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":375,"req":{"boat building":true},"precededBy":["boat building"],"leadsTo":["sandy shores II","salty sand"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":606},{"name":"sandy shores II","displayName":"Sandy shores II","desc":"Your [digger]s collect twice as much [sand] from [sandy shores].","icon":[0,35,"magixmod",4,9,24,1],"type":"tech","cost":{"insight":180},"category":"tier1","startWith":0,"tier":555,"req":{"sandy shores":true},"precededBy":["sandy shores"],"leadsTo":["salty sand II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":607},{"name":"concentrated juices","displayName":"Moar juices II","desc":"Use a different strategy of transporting materials to your [artisan of juice,Artisans of juice], doubling how fast they can make [juices]. However, making [juices] now requires 3 times as much [water].//Even MOAR JUICE!!! (But concentrated this time.)","icon":[0,35,"magixmod",17,4,"magixmod"],"type":"tech","cost":{"insight":1600},"category":"tier1","startWith":0,"tier":12101,"req":{"more humid water":true},"precededBy":["more humid water"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":608},{"name":"beekeeping","displayName":"Beekeeping","desc":"@unlocks a new [honey]-related mode for [firekeeper]s, although it has a very large chance to fail","icon":[4,0,"magix2"],"type":"tech","cost":{"insight":80},"category":"tier1","startWith":0,"tier":80,"req":{"care for nature":true},"tutorialMesg":["important","You take a bite out of some honey. It's sweet and delicious! You also realize a useful trait of honey: honey will never decay! You start thinking of other ways to use honey...",[5,0,"magix2"]],"precededBy":["care for nature"],"leadsTo":["beekeeping II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":609},{"name":"beekeeping II","displayName":"Beekeeping II","desc":"Teach your people about how to ensure that bees survive through the winter, increasing the chance of future [honey] harvests! @you can also get [honeycomb]s from bee nests slowly, which are great for your people's [health] @you can now set a policy that sets the honey-based habits of your people","icon":[0,35,"magixmod",4,0,"magix2"],"type":"tech","cost":{"insight":450},"category":"tier1","startWith":0,"tier":1330,"req":{"beekeeping":true,"wizard wisdom":true},"precededBy":["beekeeping","wizard wisdom"],"leadsTo":["beekeeping III","plant-loving bees"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":610},{"name":"beekeeping III","displayName":"Beekeeping III","desc":"Discover a way to use [nature essence] to get bees out of hives, increasing [honey] gain. It is also is more likely to succeed! @unlocks a new method of getting [honey] that requires [nature essence] //with a better knowledge of bees, your beekeepers also feel a little safer","icon":[1,35,"magixmod",4,0,"magix2"],"type":"tech","cost":{"insight":1200,"wisdom":25},"category":"tier1","startWith":0,"tier":2555,"req":{"beekeeping II":true},"precededBy":["beekeeping II"],"leadsTo":["care for nature II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":611},{"name":"superior winds","displayName":"Superior winds","desc":"Unlocks a new mode for [boat]s that will allow you to use [wind essence] to increase their effectiveness. //Let the magic start!","icon":[1,1,"magixmod",28,7],"type":"tech","cost":{"insight":250},"category":"tier1","startWith":0,"tier":1284,"req":{"essence storages":true},"precededBy":["essence storages"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":612},{"name":"salty sand","displayName":"Salty sand","desc":"You will be able to get some additional [salt] from your world's shores by hiring [digger]s, who will process the [salt] out of [sand].","icon":[11,7,0,0,"magix2"],"type":"tech","cost":{"insight":300},"category":"tier1","startWith":0,"tier":1439,"req":{"essence storages":true,"sandy shores":true},"precededBy":["essence storages","sandy shores"],"leadsTo":["salty sand II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":613},{"name":"salty sand II","displayName":"Salty sand II","desc":"[digger]s are now able to get much more [salt] from your oceans by drying out the salty water within. //that's pretty salty...","icon":[0,35,"magixmod",11,7,0,0,"magix2"],"type":"tech","cost":{"insight":600,"wisdom":50},"category":"tier1","startWith":0,"tier":2269,"req":{"sandy shores II":true,"salty sand":true,"care for nature":true},"precededBy":["sandy shores II","salty sand","care for nature"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":614},{"name":"smartness of essentials","displayName":"Smartness of essentials","desc":"@Your people become smarter, making [essential conversion tank]s produce 50% more [insight II] and 20% more of other essentials. @However, [essential conversion tank]s will now require twice as much [mana] for upkeep and now require 550 of the lower tier essential. //time to use our big brains","icon":[6,22,"magixmod"],"type":"tech","cost":{"insight II":80},"category":"tech1","startWith":0,"tier":12783,"req":{"essential conversion tank overclock I":true},"precededBy":["essential conversion tank overclock I"],"leadsTo":["people of the arts II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":615},{"name":"science master","displayName":"Science master","desc":"Getting this lets you hire [guru]s that produce [insight] and a small amount of [science]. @provides 1 bonus [science]","icon":[27,0,"magixmod",29,5,"magixmod"],"type":"tech","cost":{"insight II":5},"category":"tier1","startWith":0,"tier":5,"req":{"eotm":true},"precededBy":["eotm"],"leadsTo":["science blessing"],"effects":[{"type":"provide res","what":{"science":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":616},{"name":"stronger faith II","displayName":"Stronger faith II","desc":"[cathedral]s become 4 times as powerful, but require twice as much [holy essence] as upkeep.","icon":[0,35,"magixmod",19,3,"magixmod"],"type":"tech","cost":{"insight":800,"faith":200},"category":"tier1","startWith":0,"tier":20411,"req":{"stronger faith":true,"7th complex tower":true},"precededBy":["stronger faith","7th complex tower"],"leadsTo":["trees of faith","faith in water"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":617},{"name":"hotter factories","displayName":"Hotter factories","desc":"[heat factory,Heat factories] are much less likely to fail their production and produce products faster.","icon":[34,16,"magixmod",24,1],"type":"tech","cost":{"insight II":125,"lightning essence":80000},"category":"tier1","startWith":0,"tier":111101,"req":{"factories II":true},"precededBy":["factories II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":618},{"name":"trees of faith","displayName":"Trees of faith","desc":"[cathedral]s become 25% more effective and will provide some [health] now.//planting these unique trees help us gain a truly ultimate belief","icon":[36,2,"magixmod",24,1],"type":"tech","cost":{"faith":800},"category":"tier1","startWith":0,"tier":21961,"req":{"stronger faith II":true,"mentors of nature":true,"better healing":true},"precededBy":["stronger faith II","mentors of nature","better healing"],"leadsTo":["trees of faith II","mentors of nature II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":619},{"name":"trees of faith II","displayName":"Trees of faith II","desc":"The [leaves of wisdom] and [branches of wisdom] traits can now be obtained at the same time! In addition, you have a 5% chance of getting both of them at the same time at the start of a new year. Be warned, however, as getting this trait will cost some [wisdom II] (you can get more, however, by adopting both traits).","icon":[0,35,"magixmod",36,2,"magixmod",24,1],"type":"tech","cost":{"insight II":125,"wisdom II":50},"category":"tier1","startWith":0,"tier":22151,"req":{"treeplanting":true,"trees of faith":true,"richer language":true},"precededBy":["treeplanting","trees of faith","richer language"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":620},{"name":"careful water storage","displayName":"Careful water storage","desc":"Carefully storing the [water] within your tribe is a good first step in preventing its rapid decay. @decreases [water] decay during droughts @[cloudy water] decay will be decreased slightly","icon":[7,6,0,0,"magix2"],"type":"tech","cost":{"insight":80},"category":"tier1","startWith":0,"tier":16471,"req":{"drought":true,"well-digging":true,"paradise building":true},"precededBy":["drought","well-digging","paradise building"],"leadsTo":["deeper wells II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":621},{"name":"deeper wells II","displayName":"Deeper wells II","desc":"Making sure to have plenty of depth within your people's wells can ensure that they have enough when droughts or famines strike. @boosts all types of wells by 50%","icon":[0,35,"magixmod",31,15,"magixmod"],"type":"tech","cost":{"insight":600,"wisdom":50},"category":"tier1","startWith":0,"tier":17121,"req":{"careful water storage":true},"precededBy":["careful water storage"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":622},{"name":"faith in water","displayName":"Faith in water","desc":"Unlocks a new ritual related to [water] gathering that costs [magic essences] instead of [faith].","icon":[25,3,0,0,"magix2"],"type":"tech","cost":{"magic essences":100000},"category":"tier1","startWith":0,"tier":120411,"req":{"stronger faith II":true},"precededBy":["stronger faith II"],"leadsTo":["care for nature II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":623},{"name":"art of cooking II","displayName":"Art of cooking II","desc":"Cooking is complex, but your [chef]s are willing to learn! @Getting this unlocks 2 new modes for them, which may provide additional [happiness] or [health] when produced. @Obtaining this will also make your [population,people] smarter at storing [meals], slowing their decay somewhat.","icon":[0,35,"magixmod",23,13,"magixmod"],"type":"tech","cost":{"insight":600,"wisdom":50,"culture":600},"category":"tier1","startWith":0,"tier":2415,"req":{"art of cooking":true},"precededBy":["art of cooking"],"leadsTo":["spicy foods"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":624},{"name":"magical filtering II","displayName":"Magical filtering II","desc":"Use the power of water, wind, and clouds! @your filters that process [cloudy water] work twice as fast","icon":[0,35,"magixmod",25,8,"magixmod"],"type":"tech","cost":{"insight":1600,"wind essence":40000,"water essence":40000,"cloud":50000},"category":"tier1","startWith":0,"tier":138955,"req":{"magical filtering":true},"precededBy":["magical filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":625},{"name":"plant-loving bees","displayName":"Plant-loving bees","desc":"Use some [nature essence] and gather some nearby plants to increase all [honey] gain by 50%.","icon":[1,2,"magixmod",24,1],"type":"tech","cost":{"insight":400,"nature essence":5000,"honey":1200,"faith":15},"category":"tier1","startWith":0,"tier":8055,"req":{"beekeeping II":true,"wizard wisdom":true,"druidism":true,"plant lore II":true},"precededBy":["beekeeping II","wizard wisdom","druidism","plant lore II"],"leadsTo":["superior honey"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":626},{"name":"power from beneath","displayName":"Power from beneath","desc":"You notice that the deeper you go into the Underworld, the hotter it becomes. However, [wind essence] and some simple walls seem to do the trick of cooling everything down! @decreases the cost and [land of the Underworld,Underworld land] limit of [fort]s and makes them take up 10% less space","icon":[10,19,"magixmod",24,1],"type":"tech","cost":{"insight":200,"basic building materials":5000,"wind essence":64000},"category":"tier1","startWith":0,"tier":70797,"req":{"underworld's ascendant":true,"underworld building 2/2":true},"precededBy":["underworld's ascendant","underworld building 2/2"],"leadsTo":["smarter people"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":627},{"name":"superior honey","displayName":"Superior honey","desc":"Your people love [honey] so much that they can't wait for more of it! @Increases the [happiness] gain from eating [honey] and [honeycomb]s by 20% @Unlocks a new ritual related to them","icon":[6,0,"magix2",24,1],"type":"tech","cost":{"insight":1500,"honey":2500,"nature essence":10000},"category":"tier1","startWith":0,"tier":22055,"req":{"plant-loving bees":true,"care for nature II":true},"precededBy":["plant-loving bees","care for nature II"],"leadsTo":["hive frames"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":628},{"name":"golden crafting","displayName":"Golden crafting","desc":"[golden fish] currently have only a 20% chance to work properly. Triple the chance of success by teaching your people how to more carefully use the ingots involved.","icon":[12,0,"magix2",24,1],"type":"tech","cost":{"insight":80,"precious metal ingot":1},"category":"tier1","startWith":0,"tier":206,"req":{"smelting":true,"t6":true},"precededBy":["smelting","t6"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":629},{"name":"ocean decay I","displayName":"Ocean decay I","desc":"Decrease the rate of [land] decaying by 40%.","icon":[16,0,"magix2",24,1],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":30,"req":{"t6":true,"stone-knapping":true},"precededBy":["t6","stone-knapping"],"leadsTo":["ocean decay II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":630},{"name":"ocean decay II","displayName":"Ocean decay II","desc":"Decrease the rate of [land] decaying by 40% again. This effect does not stack additively with the other techs!","icon":[0,35,"magixmod",16,0,"magix2",24,1],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":375,"req":{"ocean decay I":true,"boat building":true},"precededBy":["ocean decay I","boat building"],"leadsTo":["ocean decay III","ocean reversion"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":631},{"name":"ocean decay III","displayName":"Ocean decay III","desc":"Decrease the rate of [land] decaying by 40% once more. This effect does not stack additively with the other techs!","icon":[1,35,"magixmod",16,0,"magix2",24,1],"type":"tech","cost":{"insight":125},"category":"tier1","startWith":0,"tier":1030,"req":{"ocean decay II":true,"wizard wisdom":true},"precededBy":["ocean decay II","wizard wisdom"],"leadsTo":["ocean decay IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":632},{"name":"ocean decay IV","displayName":"Ocean decay IV","desc":"Decrease the rate of [land] decaying by 40% yet again. This effect does not stack additively with the other techs!","icon":[2,35,"magixmod",16,0,"magix2",24,1],"type":"tech","cost":{"insight":400,"wisdom":10},"category":"tier1","startWith":0,"tier":3535,"req":{"ocean decay III":true,"Wizard complex":true},"precededBy":["ocean decay III","Wizard complex"],"leadsTo":["ocean decay V"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":633},{"name":"ocean decay V","displayName":"Ocean decay V","desc":"Decrease the rate of [land] decaying by 40% for a final time. This effect does not stack additively with the other techs!","icon":[3,35,"magixmod",16,0,"magix2",24,1],"type":"tech","cost":{"insight":600,"wisdom":25},"category":"tier1","startWith":0,"tier":4160,"req":{"ocean decay IV":true},"precededBy":["ocean decay IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":634},{"name":"ocean reversion","displayName":"Ocean reversion","desc":"@[land] decay is reverted by 1 every 5 ticks","icon":[15,0,"magix2",24,1],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":400,"req":{"ocean decay II":true},"precededBy":["ocean decay II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":635},{"name":"fruit identification","displayName":"Fruit identification","desc":"Most people in your tribe seem to have a particular soft spot for some types of unique fruits. What if you could categorize them? @From now on, you will be able to gain two unique types of fruits: [exotic fruit] and [fruit,Normal fruit]. [exotic fruit] cannot be found in all lands with fruit. However, they will provide 250% as much [happiness] than normal [fruit] without any backfire! @Also unlocks a new tech related to [juices]...","icon":[23,0,"magix2",24,1],"type":"tech","cost":{"insight":100},"category":"tier1","startWith":0,"tier":100,"req":{"juicy expertise":true},"precededBy":["juicy expertise"],"leadsTo":["exotic blending"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":636},{"name":"exotic blending","displayName":"Exotic blending","desc":"After trying out some [exotic fruit], your people seem to enjoy them a whole bunch. @After unlocking this, you'll be able to craft [exotic juices] @this type of drink will provide 300% as much [happiness] as normal [juices]","icon":[24,0,"magix2",24,1],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":125,"req":{"fruit identification":true},"precededBy":["fruit identification"],"leadsTo":["fruit identification II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":637},{"name":"fruit identification II","displayName":"Fruit identification II","desc":"Your people will be better-trained at finding out if various plants are poisonous or not, increasing [fruit] gain by 20%, [herb] gain by 10%, and [exotic fruit] gain by 5%.","icon":[0,35,"magixmod",23,0,"magix2",24,1],"type":"tech","cost":{"insight":100},"category":"tier1","startWith":0,"tier":225,"req":{"exotic blending":true},"precededBy":["exotic blending"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":638},{"name":"spicy foods","displayName":"Spicy foods","desc":"After all this time...your tribe still hasn't known about the power of spice yet. Maybe it's time to teach them! @unlocks [spices], which are collected from your [gatherer]s @unlocks a new recipe for your [chef]s //ooohh that's spicy","icon":[21,0,"magix2"],"type":"tech","cost":{"insight":250,"wisdom":100,"inspiration":125},"category":"tier1","startWith":0,"tier":2890,"req":{"art of cooking II":true},"precededBy":["art of cooking II"],"leadsTo":["spicy foods II","love of spice"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":639},{"name":"spicy foods II","displayName":"Spicy foods II","desc":"Gain more information about how [spices] are collected, increasing its collection rate by 50%. //my tongue is burning","icon":[0,35,"magixmod",21,0,"magix2"],"type":"tech","cost":{"wisdom":300,"inspiration":20},"category":"tier1","startWith":0,"tier":3210,"req":{"spicy foods":true},"precededBy":["spicy foods"],"leadsTo":["spicy foods III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":640},{"name":"spicy foods III","displayName":"Spicy foods III","desc":"Go deeper into the world of spicy ingredients and start getting your people to begin cultivating various [spices] themselves. //Getting this will triple your [spices,Spice] gain. //THAT IS WAY TOO SPICY!!!!","icon":[1,35,"magixmod",21,0,"magix2"],"type":"tech","cost":{"insight":750,"influence":150},"category":"tier1","startWith":0,"tier":4110,"req":{"leaves of wisdom":true,"branches of wisdom":true,"spicy foods II":true},"precededBy":["leaves of wisdom","branches of wisdom","spicy foods II"],"leadsTo":["art of cooking III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":641},{"name":"art of cooking III","displayName":"Art of cooking III","desc":"Teach your [population,people] how to cook dishes themselves, allowing them to cook [meals] themselves without needing [chef]s! @Every 10 days, your [population,people] will switch to a different [meals,Meal] to cook!<>Because not all of them are trained [chef]s, they will use 1 [cooked meat] or 1 [cooked seafood] and combine them with half of a [herb], [fruit], or [vegetable] to produce 1 [meals,Meal] (using 0.1 more [food] than normally hired [chef]s). //They will switch what [food] that they use every ten days.","icon":[1,35,"magixmod",23,13,"magixmod"],"type":"tech","cost":{"insight":750,"influence":150},"category":"tier1","startWith":0,"tier":5010,"req":{"spicy foods III":true},"precededBy":["spicy foods III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":642},{"name":"smarter people","displayName":"Smarter people","desc":"@Increases the chance of getting [eotm] significantly if you don't already have it. That trait is a key step in unlocking more advanced ideas and technologies! @provides 100 [wisdom] and 1 [education] @also triples the chance of unlocking [transcendentalist]s (this, however, requires you to unlock a special world)","icon":[23,19,"magixmod",0,0,"magix2"],"type":"tech","cost":{"insight":4000,"influence":1000},"category":"tier1","startWith":0,"tier":75797,"req":{"power from beneath":true},"precededBy":["power from beneath"],"effects":[{"type":"provide res","what":{"wisdom":1}},{"type":"provide res","what":{"education":1}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":643},{"name":"people of the arts","displayName":"People of the arts","desc":"@improve the art and drawing skills of your people @makes [painter]s generate very small amounts of [culture II] @provides 5 [inspiration II]","icon":[11,7,"magixmod",12,4,"magixmod",24,1],"type":"tech","cost":{"culture II":25,"faith II":2},"category":"tier1","startWith":0,"tier":767,"req":{"symbolism III":true},"precededBy":["symbolism III"],"leadsTo":["people of the arts II","cultural people"],"effects":[{"type":"provide res","what":{"inspiration II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":644},{"name":"mana brewery III","displayName":"Mana brewery III","desc":"Use a more effective method of creating [mana], allowing [mana maker]s and [alchemist]s to make it 50% faster. //first, add some water here...","icon":[1,35,"magixmod",19,2,"magixmod"],"type":"tech","cost":{"insight":1500,"water":200000,"mana":50000},"category":"tier1","startWith":0,"tier":260791,"req":{"alchemy":true},"precededBy":["alchemy"],"leadsTo":["more mana making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":645},{"name":"hive frames","displayName":"Hive frames","desc":"@unlocks more advanced methods of getting bees to work, allowing you to construct [hive frame]s from [carpenter workshop]s @your [firekeeper]s that attend to bees will now work three times faster whenever [hive frame]s are available (excluding non-essenced [honey] collection)","icon":[34,0,"magix2"],"type":"tech","cost":{"insight":600,"wisdom":50},"category":"tier1","startWith":0,"tier":22705,"req":{"construction":true,"superior honey":true},"precededBy":["construction","superior honey"],"leadsTo":["magical hive frames"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":646},{"name":"magical hive frames","displayName":"Magical hive frames","desc":"@allows you to create [essenced hive frame]s from [carpenter workshop]s using some [lumber] and [nature essence] @unlocks a new mode for [firekeeper]s that will collect both [honey] and [honeycomb]s @also lets you craft both normal and essenced frames in the Paradise version","icon":[36,0,"magix2"],"type":"tech","cost":{"insight":1250,"wisdom":200,"culture":50},"category":"tier1","startWith":0,"tier":41446,"req":{"paradise crafting":true,"hive frames":true},"precededBy":["paradise crafting","hive frames"],"leadsTo":["beekeeping IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":647},{"name":"people of the arts II","displayName":"People of the arts II","desc":"@getting this doubles the [culture II] gain from [painter]s @[essential conversion tank]s produce [culture II] 50% faster","icon":[0,35,"magixmod",11,7,"magixmod",12,4,"magixmod",24,1],"type":"tech","cost":{"insight II":50,"culture II":35},"category":"tier1","startWith":0,"tier":13635,"req":{"caretaking":true,"smartness of essentials":true,"people of the arts":true},"precededBy":["caretaking","smartness of essentials","people of the arts"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":648},{"name":"oil-digging II","displayName":"Oil-digging II","desc":"[oil] can now be used along with [lightning essence] and [charcoal] to unlock a new mode for your [heat factory,Heat factories].","icon":[0,35,"magixmod",29,2,"magixmod"],"type":"tech","cost":{"insight II":400,"oil":10000},"category":"tier1","startWith":0,"tier":10425,"req":{"oil-digging":true},"precededBy":["oil-digging"],"leadsTo":["charcoal production II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":649},{"name":"larger toolhuts","displayName":"Larger toolhuts","desc":"Your [Toolhut]s will now work 50% faster, but will require 40 more [worker]s and 32 more [stone tools].","icon":[11,15,"magixmod",17,18,"magixmod"],"type":"tech","cost":{"insight II":350},"category":"tier1","startWith":0,"tier":26016,"chance":2,"req":{"manufacture units II":true},"precededBy":["manufacture units II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":665},{"name":"superior culture","displayName":"Superior culture","desc":"@may lead to [eota,Something new]... @provides 2 [inspiration II]","icon":[40,0,"magix2"],"type":"tech","cost":{"culture II":30},"category":"tier1","startWith":0,"tier":30,"req":{"cultural people":true},"precededBy":["cultural people"],"effects":[{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":666},{"name":"passionate artistry","displayName":"Passionate artistry","desc":"Unlocks the [art school], which may turn [child,Children] into an [artist]. //quite arty art indeed","icon":[41,0,"magix2"],"type":"tech","cost":{"culture II":60},"category":"tier1","startWith":0,"tier":60,"req":{"eota":true},"precededBy":["eota"],"leadsTo":["better art schools","art shows","culture of gems","music instruments II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":667},{"name":"better art schools","displayName":"Better art schools","desc":"@[art school]s will now be twice as likely to turn a [child] into a [virtuoso of art] @provides 10 [inspiration II]","icon":[42,0,"magix2",24,1],"type":"tech","cost":{"culture II":100},"category":"tier1","startWith":0,"tier":160,"req":{"passionate artistry":true},"precededBy":["passionate artistry"],"effects":[{"type":"provide res","what":{"inspiration II":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":668},{"name":"art shows","displayName":"Art shows","desc":"@[art school]s will now host art shows to show off the drawing skills of their [artist]s, meaning that each [work of art] will provide a little bit of culture @[work of art,Works of art] will decay a little slower with proper art storage","icon":[45,0,"magix2",24,1],"type":"tech","cost":{"culture II":140},"category":"tier1","startWith":0,"tier":200,"req":{"passionate artistry":true},"precededBy":["passionate artistry"],"leadsTo":["culture of gems II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":669},{"name":"mentors of nature II","displayName":"Mentors of nature II","desc":"[druid]s generate 50% more [health] now!","icon":[0,35,"magixmod",31,31,"magixmod"],"type":"tech","cost":{"insight II":40,"culture II":10},"category":"tier1","startWith":0,"tier":22011,"req":{"eotm":true,"trees of faith":true,"caretaking":true},"precededBy":["eotm","trees of faith","caretaking"],"leadsTo":["mentors of nature III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":670},{"name":"beekeeping IV","displayName":"Beekeeping IV","desc":"Let your [firekeeper]s find the optimal strategies for keeping bees, improving how much [honey] and [honeycomb]s that you gain from [essenced hive frame]s by 20%.","icon":[2,35,"magixmod",4,0,"magix2"],"type":"tech","cost":{"insight II":150,"nature essence":125000},"category":"tier1","startWith":0,"tier":170038,"req":{"maths IV":true,"magical hive frames":true},"precededBy":["maths IV","magical hive frames"],"leadsTo":["beekeeping V"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":671},{"name":"quarrying IV","displayName":"Quarrying IV","desc":"Quarries will become less dangerous, making injuries much, much less likely!","icon":[2,35,"magixmod",12,0,"magixmod"],"type":"tech","cost":{"insight II":200,"science":15,"influence II":20},"category":"tier1","startWith":0,"tier":13768,"req":{"quarrying III":true,"maths IV":true},"precededBy":["quarrying III","maths IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":672},{"name":"beekeeping V","displayName":"Beekeeping V","desc":"The final beekeeping tech... @gives you a small chance to collect some additional [honey] from all firekeeping modes","icon":[3,35,"magixmod",4,0,"magix2"],"type":"tech","cost":{"insight II":150,"nature essence":125000},"category":"tier1","startWith":0,"tier":297403,"req":{"physics III":true,"beekeeping IV":true},"precededBy":["physics III","beekeeping IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":673},{"name":"mentors of nature III","displayName":"Mentors of nature III","desc":"From now on, more units will be able to generate [health] in small amounts: @[healer]s (twice as much as [druid]s, adding with any traits that also provide [health]) @[firekeeper]s (one fifth as much as [druid]s) @[florist]s (one tenth as much as [druid]s) @very, very rarely, your [gatherer]s will provide some [health]","icon":[1,35,"magixmod",31,31,"magixmod"],"type":"tech","cost":{"insight II":40,"culture II":10},"category":"tier1","startWith":0,"tier":22061,"req":{"mentors of nature II":true,"eota":true},"precededBy":["mentors of nature II","eota"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":674},{"name":"prospecting IV","displayName":"Prospecting IV","desc":"@[mine]s will now be able to get rare [valuable gems] @unlocks new techs related to [carver]s","icon":[55,0,"magix2"],"type":"tech","cost":{"insight II":300,"culture II":100,"science":20},"category":"tier1","startWith":0,"tier":1620,"req":{"prospecting III":true,"eota":true},"precededBy":["prospecting III","eota"],"leadsTo":["culture of gems"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":675},{"name":"culture of gems","displayName":"Culture of gems","desc":"@[carver]s will now be able to create [valuable gem block]s from [valuable gems], which may be used as decorations @while creating these blocks, [carver]s will get some [culture II] @provides 10 [inspiration II]","icon":[47,0,"magix2"],"type":"tech","cost":{"insight II":100,"culture II":125,"faith II":20,"science":10},"category":"tier1","startWith":0,"tier":1935,"req":{"prospecting IV":true,"passionate artistry":true},"precededBy":["prospecting IV","passionate artistry"],"leadsTo":["culture of gems II"],"effects":[{"type":"provide res","what":{"inspiration II":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":676},{"name":"culture of gems II","displayName":"Culture of gems II","desc":"@[carver]s generate twice as much [culture II] from making [valuable gem block]s now and are much less likely to fail when crafting one @[valuable gems] are mined 10% more often","icon":[48,0,"magix2"],"type":"tech","cost":{"insight II":550,"culture II":150},"category":"tier1","startWith":0,"tier":2775,"req":{"culture of gems":true,"art shows":true},"precededBy":["culture of gems","art shows"],"leadsTo":["culture of gems III"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":677},{"name":"music instruments II","displayName":"Musical instruments II","desc":"[musician]s generate twice as much [happiness] with improved instruments and ideas! //time to compose a song","icon":[0,35,"magixmod",29,18,"magixmod"],"type":"tech","cost":{"insight II":200,"culture II":75},"category":"tier2","startWith":0,"tier":335,"req":{"passionate artistry":true},"precededBy":["passionate artistry"],"leadsTo":["culture of gems III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":678},{"name":"culture of gems III","displayName":"Culture of gems III","desc":"@[carver]s creating [gem block]s and [valuable gem block]s will be better trained at using their tools, allowing them to make these blocks three times quicker","icon":[1,35,"magixmod",48,0,"magix2"],"type":"tech","cost":{"insight II":550,"culture II":160},"category":"tier1","startWith":0,"tier":3760,"req":{"culture of gems II":true,"music instruments II":true},"precededBy":["culture of gems II","music instruments II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":679},{"name":"charcoal production I","displayName":"Charcoal production I","desc":"@[charcoal] can now be produced from your [kiln]s","icon":[51,0,"magix2",23,1],"type":"tech","cost":{"insight II":250},"category":"tier1","startWith":0,"tier":9176,"req":{"oil-digging":true,"bigger kilns":true},"precededBy":["oil-digging","bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":680},{"name":"charcoal production II","displayName":"Charcoal production II","desc":"@[charcoal] production produces 25% more [charcoal], without increasing the amount of [log]s needed","icon":[0,35,"magixmod",51,0,"magix2",23,1],"type":"tech","cost":{"insight II":550,"culture II":160},"category":"tier1","startWith":0,"tier":11135,"req":{"oil-digging II":true},"precededBy":["oil-digging II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":681},{"name":"veggie fertilizer","displayName":"Veggie fertilizer","desc":"@[vegetable farm]s will now use much better fertilizer, improving their harvests by +80%","icon":[52,0,"magix2",2,22,"magixmod"],"type":"tech","cost":{"insight":800,"culture":100},"category":"tier1","startWith":0,"tier":4195,"req":{"agriculture":true},"precededBy":["agriculture"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":682},{"name":"bellows","displayName":"Bellows","desc":"@bellows may be used to improve [furnace]s, allowing them to work 25% faster","icon":[53,0,"magix2",23,1],"type":"tech","cost":{"insight II":20,"culture II":2},"category":"tier1","startWith":0,"tier":22,"req":{"eotm":true},"precededBy":["eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":683},{"name":"alchemical fuels","displayName":"Alchemical fuels","desc":"Using their knowledge of alchemy, your civilization will be able to improve the speed of [furnace]s by 10%. //pretty interesting materials...","icon":[54,0,"magix2",24,1],"type":"tech","cost":{"insight":800,"wisdom":25,"culture":200},"category":"tier1","startWith":0,"tier":10316,"req":{"alchemy":true},"precededBy":["alchemy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":684},{"name":"gardening II","displayName":"Gardening II","desc":"Learn about how to use irrigation to create more advanced farms, boosting crop gains of your large farms by +125%.","icon":[0,35,"magixmod",10,0,"magixmod"],"type":"tech","cost":{"insight II":40},"category":"tier1","startWith":0,"tier":3335,"req":{"agriculture":true,"eotm":true},"precededBy":["agriculture","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":685},{"name":"more mana making","displayName":"More mana making","desc":"Unlock a new method to make [mana] with a special type of [golden mana maker,Mana maker].","icon":[60,0,"magix2"],"type":"tech","cost":{"insight":1200,"culture":200},"category":"tier1","startWith":0,"tier":262191,"req":{"mana brewery III":true},"precededBy":["mana brewery III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":686},{"name":"aquatic food","displayName":"Aquatic food","desc":"You will now be able to use gather [kelp], which can be eaten along with other [food] for some easy [health] benefits.","icon":[62,0,"magix2",24,1],"type":"tech","cost":{"insight":200},"category":"tier1","startWith":0,"tier":200,"req":{"caretaking":true},"precededBy":["caretaking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":687}],"traits":[{"name":"scavenging","displayName":"Scavenging","desc":"@idle [worker]s gather resources with a tenth of the speed of a [gatherer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[20,1],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"carcass-looting":false,"active exploration":false,"dreaming":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":174},{"name":"rules of food","displayName":"Rules of food","desc":"@unlocks policies that manage which food types can be eaten. //Can I eat fried chips?","icon":[19,1],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":0.4,"req":{"tribalism":true,"policies":true},"precededBy":["tribalism","policies"],"leadsTo":["cooking","ungrateful tribe"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":175},{"name":"ground tools","displayName":"Ground tools","desc":"@[artisan]s and [carver]s use ground tools, allowing them to craft their stuff between 20% faster. //Note: it also applies to seasonal artisans, such as the [artisan of christmas] (with [culture of celebration] obtained), but provides only a 10% boost.","icon":[15,10,"magixmod"],"type":"trait","cost":{"insight":7},"category":"culture","startWith":0,"tier":7,"chance":10,"req":{"tool-making":true,"ground weapons":false,"ground pots":false},"precededBy":["tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":176},{"name":"artistic thinking","displayName":"Artistic thinking","desc":"@[storyteller]s are 30% more efficient@opens the way for more art forms","icon":[12,3,"magixmod"],"type":"trait","cost":{"culture":5},"category":"culture","startWith":0,"tier":5,"chance":10,"req":{"symbolism":true},"precededBy":["symbolism"],"leadsTo":["culture of celebration","alphabet 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":177},{"name":"fear of death","displayName":"Fear of death","desc":"@unhappiness from death is doubled@may evolve into more complex spiritual thinking. //D-d-dd-death?","icon":[18,1],"type":"trait","cost":{"culture":5},"category":"short","startWith":0,"tier":7,"chance":10,"req":{"language":true,"spark'o religion":true,"acceptance of death":false,"death indifference":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"leadsTo":["belief in the afterlife","belief in the beforelife"],"effects":[{"type":"provide res","what":{"dark decay":50}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":178},{"name":"belief in the afterlife","displayName":"Belief in the afterlife","desc":"@unhappiness from death is halved.","icon":[21,1],"type":"trait","cost":{"culture":5,"faith":2},"category":"religion","startWith":0,"tier":14,"chance":10,"req":{"fear of death":true,"oral tradition":true,"spark'o religion":true,"belief in the beforelife":false},"precededBy":["fear of death","oral 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[faith] but harming [health]. @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.//Ewww","icon":[15,7,"magixmod"],"type":"trait","cost":{"culture":25},"category":"short","startWith":0,"tier":25,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":false,"art of death":false,"belongings preservance":false},"precededBy":["tribalism","ritualism"],"leadsTo":["revenants","respect for the corpse","vampirism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":181},{"name":"culture of moderation","displayName":"Culture of moderation","desc":"@people consume 15% less [food], but derive less joy from eating. @may unlock more food habit traits //Diet?","icon":[3,12,19,1],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"joy of eating":false,"consumption stability":false,"unstable eating habits":false,"unstable consumption habits":false,"dry throats":false},"precededBy":["tribalism"],"leadsTo":["healthy life"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":182},{"name":"joy of eating","displayName":"Joy of eating","desc":"@people consume 15% more [food], but are happier when eating. @may unlock more food habit traits //Nom nom mmm...","icon":[4,12,19,1],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"culture of moderation":false,"consumption stability":false,"unstable eating habits":false,"joy of drinking":false,"unstable consumption habits":false},"precededBy":["tribalism"],"leadsTo":["supreme healthy life"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":183},{"name":"insect-eating","displayName":"Insect-eating","desc":"@your people are no longer unhappy when eating [bugs]. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent. //Sometimes it is a need to eat a worm in order to survive when you have nothing left to eat.","icon":[8,11,22,1],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":5,"req":{"insects as food":"on","decent nourishment":false,"worm culture":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":184},{"name":"belief in portals","displayName":"Belief in portals","desc":"This belief makes wizards want to create a new dimension. //Will it succeed?","icon":[2,1,"magixmod"],"type":"trait","cost":{"culture":30,"faith":3},"category":"culture","startWith":0,"tier":47,"chance":10,"req":{"belief in the afterlife":true,"Wizard complex":true},"precededBy":["belief in the afterlife","Wizard complex"],"leadsTo":["first portal to new world","2nd portal sky","valid portal frame","time measuring 2/2","2nd portal past"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":185},{"name":"will to know more","displayName":"Will to know more","desc":"@After opening a portal to a strange new island, people started to become more curious. @Curiosity has gotten even stronger with this trait!","icon":[8,12,8,5,22,1],"type":"trait","cost":{"culture":5,"wisdom":25},"category":"knowledge","startWith":0,"tier":30,"chance":3,"req":{"plain island building":true},"precededBy":["plain island building"],"leadsTo":["physics","physics II","better healing","political roots","cultural roots","roots of insight","measuring system","archaeology","city planning II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":186},{"name":"juicy expertise","displayName":"Juicy expertise","desc":"After crafting [juices] for a bit, you noticed your people make the most tasty drinks you've ever tried! Getting this trait boosts the amount of [health] and [happiness] from drinking [juices] by 20%.","icon":[16,5,"magixmod"],"type":"trait","cost":{"juices":6000,"wisdom":25,"insight":30},"category":"knowledge","startWith":0,"tier":6080,"chance":6,"req":{"plant lore II":true,"juice-crafting":true},"precededBy":["plant lore II","juice-crafting"],"leadsTo":["fruit identification"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":187},{"name":"nutrition","displayName":"Nutrition","desc":"@makes [healer]s provide health @[fruit]s and [vegetable]s will generate 10% more [health] <>Some rules on nutrition will increase your [population,people]'s health, slightly improving their condition.","icon":[16,7,"magixmod"],"type":"trait","cost":{"culture":150,"wisdom":25,"insight":100,"influence":10},"category":"culture","startWith":0,"tier":285,"chance":120,"req":{"juice-crafting":true,"meat diet":false},"precededBy":["juice-crafting"],"leadsTo":["supreme healthy life"],"effects":[{"type":"provide res","what":{"dark decay":50}},{"type":"function"},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":188},{"name":"better healing","displayName":"Better healing","desc":"After being able to get [healer]s, your dreamers started thinking how to boost healing and decrease the amount of failed healing attempts. @This knowledge also unlocks [first aid], a new tech!","icon":[8,12,3,5,22,1],"type":"trait","cost":{"insight":50},"category":"knowledge","startWith":0,"tier":80,"chance":120,"req":{"healing":true,"will to know more":true},"precededBy":["healing","will to know more"],"leadsTo":["first aid","healing with brews","trees of faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":189},{"name":"revenants","displayName":"Revenants","desc":"The dark powers got mad because your people are using [corpse]s as a toy or ritual. Some of them will come back to life, but they will behave like an evil zombie. Just know: they won't replicate. You will need to defend your people against them. Every revenant will harm your [happiness] and kill your [population,people].","icon":[19,0,"magixmod"],"type":"trait","cost":{"insight":50,"corpse":500},"category":"culture","startWith":0,"tier":596,"chance":200,"req":{"belief in revenants":true,"ritual necrophagy":true},"precededBy":["belief in revenants","ritual necrophagy"],"leadsTo":["dark wonder","hope of revenant abandoning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":190},{"name":"culture of the afterlife","displayName":"Culture of the afterlife","desc":"Beliefs have slowly morphed into advanced culture. People will now try to be closer to the gods or god they worship, so who knows if they will build another wonder? @unhappiness from death is halved.","icon":[19,1,"magixmod"],"type":"trait","cost":{"insight":50,"culture":200,"inspiration":20,"authority":20,"spirituality":30,"faith":40},"category":"religion","startWith":0,"tier":374,"chance":300,"req":{"belief in the afterlife":true,"time measuring 1/2":true},"precededBy":["belief in the afterlife","time measuring 1/2"],"leadsTo":["monument-building II","improved furnace construction","focused gathering","bigger fires","motivation for artisans","the god's call"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":191},{"name":"the god's call","displayName":"The God's call","desc":"Your god...he called your people to his world...full of hopes, full of new adventures, and full of new ideas.//To his Paradise!","icon":[20,2,"magixmod"],"type":"trait","cost":{"insight":650,"culture":200,"inspiration":20,"authority":20,"spirituality":30,"faith":40},"category":"culture","startWith":0,"tier":1334,"chance":175,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"leadsTo":["2nd portal sky","gt1","gt2","gt3","gt4","gt5"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":192},{"name":"land acknowledge","displayName":"Acknowledging of lands","desc":"Your people will acknowledge new lands faster thanks to Paradise exploration. This knowledge unlocks a few new things...","icon":[21,10,"magixmod"],"type":"trait","cost":{},"category":"knowledge","startWith":0,"tier":0,"chance":100,"req":{"2nd portal sky":true},"precededBy":["2nd portal sky"],"leadsTo":["ambrosium treeplanting","f.r.o.s.t.y overclock I","tree-caring"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":194},{"name":"treeplanting","displayName":"Treeplanting","desc":"May the existence of orchards begin!","icon":[8,12,6,1],"type":"trait","cost":{"insight":250,"wisdom":15},"category":"knowledge","startWith":0,"tier":265,"chance":30,"req":{"2nd portal sky":true,"paradise building":true},"precededBy":["2nd portal sky","paradise building"],"leadsTo":["ambrosium treeplanting","tree-caring","trees of faith II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":195},{"name":"cooking II","displayName":"Advanced cooking","desc":"Your [population,people] can now use various ingredients to cook and make even better-tasting dishes. <>bon appetit","icon":[22,10,"magixmod"],"type":"trait","cost":{"insight":250,"wisdom":15},"category":"knowledge","startWith":0,"tier":265,"chance":20,"req":{"2nd portal sky":true,"paradise building":true},"precededBy":["2nd portal sky","paradise building"],"leadsTo":["art of cooking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":196},{"name":"culture of celebration","displayName":"Culture of celebration","desc":"Unlocks seasonal content. Seasonal content is content available for some time (such as Christmas).","icon":[18,15,"magixmod"],"type":"trait","cost":{"insight":10,"culture":40},"category":"culture","startWith":0,"tier":55,"chance":100,"req":{"artistic thinking":true},"precededBy":["artistic thinking"],"leadsTo":["firework crafting","firework launching","dark essenced fireworks","\\"dark season\\"","winter holidays","the christmas","love grows around us"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":197},{"name":"supreme healthy life","displayName":"Healthy life","desc":"Intelligent people came with doctrines of a healthier life. Then they shared their thoughts. Surprisingly, they were right. People are getting even healthier and even better! @This trait allows each person to generate a little bit of [health]. People won't eat even more food, so do not worry.","icon":[22,0,"magixmod"],"type":"trait","cost":{"culture":150,"insight":100,"influence":15},"category":"culture","startWith":0,"tier":557.5,"chance":120,"req":{"joy of eating":true,"nutrition":true,"healthy life":false},"precededBy":["joy of eating","nutrition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":198},{"name":"healthy life","displayName":"Healthy life","desc":"Intelligent people came with doctrines of how to live a healthier life, all because of moderation. Then they shared their thoughts. Surprisingly, they were right, but they weren't happy with simple [food]-based moderation. People got even healthier and feel even better. @This trait allows each person to generate a little bit of [health]. People won't eat more food, so do not worry.","icon":[22,1,"magixmod"],"type":"trait","cost":{"culture":150,"insight":100,"influence":15},"category":"culture","startWith":0,"tier":272.5,"chance":200,"req":{"culture of moderation":true,"supreme healthy life":false},"precededBy":["culture of moderation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":199},{"name":"political roots","displayName":"Political roots","desc":"Your people seem like they want political things go with old traditions. @Unlocks the [pagoda of democracy]: a political wonder.","icon":[20,17,"magixmod"],"type":"trait","cost":{"influence":125},"category":"main","startWith":0,"tier":155,"chance":250,"req":{"will to know more":true,"cultural roots":false,"roots of insight":false},"precededBy":["will to know more"],"leadsTo":["trustworthy influence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":200},{"name":"cultural roots","displayName":"Cultural roots","desc":"Your people seem like they cultivate traiditions born at their generation and share'em to future times. @Unlocks the [fortress of cultural legacy]: a cultural wonder.","icon":[19,17,"magixmod"],"type":"trait","cost":{"culture":300},"category":"main","startWith":0,"tier":330,"chance":250,"req":{"will to know more":true,"political roots":false,"roots of insight":false},"precededBy":["will to know more"],"leadsTo":["culture rise"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":201},{"name":"roots of insight","displayName":"Roots of insight","desc":"Your people seem like they are born for discoveries. @Unlocks the [complex of dreamers]: an [insight]-based wonder.","icon":[18,17,"magixmod"],"type":"trait","cost":{"wisdom":100},"category":"main","startWith":0,"tier":130,"chance":250,"req":{"will to know more":true,"cultural roots":false,"political roots":false},"precededBy":["will to know more"],"leadsTo":["knowledgeable","at1"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":202},{"name":"gt1","displayName":"God's trait #1 Housing","desc":"By making more effective use of your [land] and resources, you can squeeze some more people into various houses. @every 2 [hovel]s will gain +1 [housing], @[hut]s and [shelter on water,Shelters on water] will gain +1 [housing]. It is the same with [branch shelter]s and [mud shelter]s!","icon":[21,14,"magixmod"],"type":"trait","cost":{},"category":"gods","startWith":0,"tier":1334,"chance":275,"req":{"the god's call":true,"7th essence":true},"precededBy":["the god's call","7th essence"],"leadsTo":["faithful cloudy water filtering","magical filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":203},{"name":"gt2","displayName":"God's trait #2 Wheat rush","desc":"[wheat farm,Wheat farms] gather 10% more [wheat]. //How divine...","icon":[21,13,"magixmod"],"type":"trait","cost":{},"category":"gods","startWith":0,"tier":1334,"chance":275,"req":{"the god's call":true,"7th essence":true},"precededBy":["the god's call","7th essence"],"leadsTo":["magical filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":204},{"name":"gt3","displayName":"God's trait #3 Superior gurus","desc":"@[guru]s will gather 50% more insight and are unlocked if you don't already have them! //guruful i guess","icon":[21,12,"magixmod"],"type":"trait","cost":{},"category":"gods","startWith":0,"tier":1334,"chance":275,"req":{"the god's call":true,"7th essence":true},"precededBy":["the god's call","7th essence"],"leadsTo":["Life-guiding","better seeking","dynamics","dynamics II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":205},{"name":"gt4","displayName":"God's trait #4 Potter's frenzy","desc":"Increases the efficiency of [factory of pots] and [hut of potters] by a quarter without harming any [happiness]. //we must make as many pots as we can","icon":[21,18,"magixmod"],"type":"trait","cost":{"faith":100},"category":"gods","startWith":0,"tier":1434,"chance":275,"req":{"the god's call":true,"7th essence":true},"precededBy":["the god's call","7th essence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":206},{"name":"gt5","displayName":"God's trait #5 Colored life","desc":"Increases the efficiency of [hovel of colours] by a quarter without harming any [happiness]. //first you put the materials here...","icon":[22,18,"magixmod"],"type":"trait","cost":{"faith":100},"category":"gods","startWith":0,"tier":1434,"chance":275,"req":{"the god's call":true,"7th essence":true,"caretaking":true},"precededBy":["the god's call","7th essence","caretaking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":207},{"name":"moderation","displayName":"Moderation","desc":"The time has finally come, and people seem very curious, making them want to know more and more! This trait will unlock unique techs, traits, and units.","icon":[25,17,"magixmod"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":400,"req":{"plain island building":true,"caretaking":false},"precededBy":["plain island building"],"leadsTo":["automation","moderated workstation planning","factories I","moderated carpentry","oil-digging","bigger factory racks","mining strategy","Conveyor conception","backshift at farms","improved construction","handwashM","factories II","city planning III(m)"],"effects":[{"type":"provide res","what":{"industry point":200}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":208},{"name":"caretaking","displayName":"Caretaking","desc":"People do not seem curious about further discoveries. Instead, they wish to live for a long time, calmly, and in peace. This trait will unlock unique techs, traits, and units.","icon":[24,17,"magixmod"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":400,"req":{"plain island building":true,"moderation":false},"precededBy":["plain island building"],"leadsTo":["manufacturing","workstation planning","gt5","cozier building","more capacious racks","next-to house fruitbushes","safer explosive usage","mo' shelterz","handwashC","manufacture units II","city planning III","people of the arts II","mentors of nature II","aquatic food"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":209},{"name":"measuring system","displayName":"Measuring system","desc":"People noticed that they will need a measuring system to make constructing and planning easier...so they created their own system of measuring things. //truly a microsity","icon":[13,18,"magixmod"],"type":"trait","cost":{"wisdom":75},"category":"knowledge","startWith":0,"tier":105,"chance":475,"req":{"will to know more":true,"alphabet 2/3":true,"caligraphy":true},"precededBy":["will to know more","alphabet 2/3","caligraphy"],"leadsTo":["moderated workstation planning","workstation planning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":210},{"name":"dark side","displayName":"Dark side","desc":"People now believe that if there are good deities and helpful spirits, then there must be something opposite to them. They think that some eveil beings of terror and pain exist in this world...","icon":[11,19,"magixmod"],"type":"trait","cost":{"spirituality":10,"faith":200},"category":"religion","startWith":0,"tier":210,"chance":40,"req":{"paradise crafting":true},"precededBy":["paradise crafting"],"leadsTo":["third passage to new world"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":211},{"name":"dt1","displayName":"Devil's trait #1 Lazy blacksmiths","desc":"[blacksmith workshop]s are 5% slower at each mode. It also affects the paradise version.","icon":[26,1,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt2":false,"dt3":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":212},{"name":"dt2","displayName":"Devil's trait #2 Lazy firekeepers","desc":"[firekeeper]s work 3% slower at each mode. //Nyeeeh","icon":[26,2,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt1":false,"dt3":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":213},{"name":"dt3","displayName":"Devil's trait #3 Lazy carvers","desc":"[carver]s are 5% slower at each mode.","icon":[26,3,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt1":false,"dt2":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":214},{"name":"dt4","displayName":"Devil's trait #4 Unlucky metals","desc":"All gathering of [gold ore,Gold] and [platinum ore,Platinum] is decreased by 5%. //if only we had a metal detector...WAIT THAT IS A GREAT IDEA","icon":[26,4,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt5":false,"dt6":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":215},{"name":"dt5","displayName":"Devil's trait #5 Hard material decay","desc":"All gathering of resources that are used to craft [hard metal ingot]s will be decreased by 5%.","icon":[26,5,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt4":false,"dt6":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":216},{"name":"dt6","displayName":"Devil's trait #6 Soft metal decay","desc":"All gathering of resources that are used to craft [soft metal ingot]s will be decreased by 5%.","icon":[26,6,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt4":false,"dt5":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":217},{"name":"dt7","displayName":"Devil's trait #7 Holy well drought","desc":"[holy well]s gain 10% less [cloudy water].","icon":[26,7,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt8":false,"dt9":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":218},{"name":"dt8","displayName":"Devil's trait #8 Plain Island wells drought","desc":"[well of the Plain Island] gain 15% less [water] than usual.","icon":[26,8,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt7":false,"dt9":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":219},{"name":"dt9","displayName":"Devil's trait #9 Nothing","desc":"Darn...you got pretty lucky. This devil's trait doesn't affect anything and doesn't weaken anything either!","icon":[26,9,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt7":false,"dt8":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":220},{"name":"dt10","displayName":"Devil's trait #10 Clothing!!!","desc":"Unhappiness from a lack of clothing is doubled. //Nothing special about it I guess","icon":[26,10,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt11":false,"dt12":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":221},{"name":"dt11","displayName":"Devil's trait #11 Will of warmth","desc":"Unhappiness from cold and darkness is doubled.//It's absolutely FREEZING!!!","icon":[26,11,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt10":false,"dt12":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":222},{"name":"dt12","displayName":"Devil's trait #12 Bury!!!","desc":"Unhappiness from unburied corpses increased by 50%. //Nothing special about it I guess!","icon":[26,12,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt10":false,"dt11":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":223},{"name":"dt13","displayName":"Devil's trait #13 Faith sapping","desc":"Wipes away 0.5% of your [faith] amount every day in your tribe.","icon":[26,13,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt14":false,"dt15":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":224},{"name":"dt14","displayName":"Devil's trait #14 Influence sapping","desc":"Wipes away 0.5% of your [influence] amount every day in your tribe.","icon":[26,14,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt13":false,"dt15":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":225},{"name":"dt15","displayName":"Devil's trait #15 Culture sapping","desc":"Wipes away 0.5% of your [culture] amount every day in your tribe.","icon":[26,15,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt13":false,"dt14":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":226},{"name":"dt16","displayName":"Devil's trait #16 Worse soothsaying","desc":"[soothsayer]s and [druid]s gain one-third less [faith]. //That does not mean that religion in your civilization will fail completely, however...","icon":[26,16,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt17":false,"dt18":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":227},{"name":"dt17","displayName":"Devil's trait #17 Uncuttable tree","desc":"[woodcutter]s gain one-fifth less [log,Wood].","icon":[26,17,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt16":false,"dt18":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":228},{"name":"dt18","displayName":"Devil's trait #18 Insight blindness","desc":"[dreamer]s gather one-third less [insight].","icon":[26,18,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt17":false,"dt16":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":229},{"name":"eotm","displayName":"Evolution of the minds","desc":"Replaces [insight], [culture], [faith], and [influence] with [insight II], [culture II], [faith II], and [influence II]. @To obtain them, you will unlock a special unit that will convert every 500 of a [insight,Tier I Essential] into 1 [insight II,Tier II Essential]. In addition, [storyteller]s, [dreamer]s, [chieftain]s, and [clan leader]s become 90% less efficient because this evolution is a disaster for them all. @Researches in the Research tab will require [insight II] and [science] rather than just [insight]. @You will still require units you used to gather lower essentials! (Lower essentials have been hidden, but remember that you still need [wizard]s for [wisdom]...) @[flower rituals] and [wisdom rituals] will be no longer available until [ritualism II] is researched. @[sleepy insight] now gives [insight II] instead of [insight] with identical chances.","icon":[25,19,"magixmod"],"type":"trait","cost":{"insight":1000,"culture":500,"influence":300,"faith":250},"category":"main","startWith":0,"tier":2050,"chance":150,"req":{"underworld building 2/2":true},"precededBy":["underworld building 2/2"],"leadsTo":["flour-crafting II","baking II","moderated carpentry","richer language","Improved rhetoric","code of law II","sewing II","weaving III","magical soil","seed-enchanting","ritualism II","fires from logs","oil-digging","bigger factory racks","next-to house fruitbushes","magic adept","empowered canes","mastered caligraphy","mining II","quarrying III","prospecting III","halloween-spirits","city planning III","science master","scientific minds","mentors of nature II","bellows","gardening II"],"effects":[{"type":"show res","what":["insight II"]},{"type":"show res","what":["culture II"]},{"type":"show res","what":["faith II"]},{"type":"show res","what":["influence II"]},{"type":"provide res","what":{"wisdom II":60}},{"type":"provide res","what":{"inspiration II":30}},{"type":"provide res","what":{"spirituality II":5}},{"type":"provide res","what":{"authority II":5}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":230},{"name":"gt6","displayName":"God's trait #6 Fertile essence farms","desc":"All essence farms make 50% more essences at the same upkeep. //Blessed plants grow bigger and stronger!","icon":[5,21,"magixmod"],"type":"trait","cost":{"insight II":25,"faith II":3,"culture II":4},"category":"gods","startWith":0,"tier":32,"chance":80,"req":{"magical soil":true},"precededBy":["magical soil"],"leadsTo":["spiritual piety","essential conversion tank overclock I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":252},{"name":"policy revaluation","displayName":"Policy revaluation","desc":"All policies now require [influence II] instead of [influence]. Required for future technologies and to keep people listening to you. Rituals now cost [faith II] to toggle and upkeep. @But don't worry, as they won't consume too much for things like [wisdom rituals] or [flower rituals]! Rituals will also require 1 more of an [influence II,Essential II].","icon":[1,23,"magixmod"],"type":"trait","cost":{"insight II":15,"culture II":15,"influence II":5},"category":"culture","startWith":0,"tier":35,"chance":45,"req":{"code of law II":true,"ritualism II":true,"symbolism II":true,"glory":true},"precededBy":["code of law II","ritualism II","symbolism II","glory"],"leadsTo":["mining strategy","safer explosive usage","nutritious magical soil","master mana-making","hunting III","fishing III","Conveyor conception","juicy nutritious magical soil","beyond the edge","f.r.o.s.t.y overclock II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":269},{"name":"magic adept","displayName":"Magic adept","desc":"May unlock a new wonder. This trait is a reward for getting at least 2.1 million [magic essences]. //Good job :)","icon":[12,22,"magixmod"],"type":"trait","cost":{"magic essences":2100000},"category":"main","startWith":0,"tier":2102050,"chance":45,"req":{"eotm":true},"precededBy":["eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":273},{"name":"camp-cooking","displayName":"Camp-cooking","desc":"Every [fishers & hunters camp] will use 1 additional [fire pit], but from now on, they will be able to make some [cooked meat] for you!","icon":[15,24,"magixmod"],"type":"trait","cost":{"insight II":100},"category":"knowledge","startWith":0,"tier":100,"chance":65,"req":{"hunters & fishers unification":true},"precededBy":["hunters & fishers unification"],"leadsTo":["Improved alchemy techniques","paper mastery"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":282},{"name":"doctrine of the dark wormhole 2/5","displayName":"Doctrine of the dark wormhole 2/5","desc":"This part of the doctrine is about spells or rituals that will sucessfully make a wormhole working and stable. //Your [wizard]s seem quite interested in making the first wormhole, but they want a finished doctrine first. They don't want to do it by just themselves, however, so they will calmly wait for the finished doctrine. @provides 10 [wisdom II] and 2 [inspiration II]","icon":[20,22,"magixmod",16,22,"magixmod"],"type":"trait","cost":{"insight II":105,"science":6,"faith II":4,"influence II":5,"culture II":15,"wisdom":100},"category":"knowledge","startWith":0,"tier":235,"chance":40,"req":{"burial wormhole 1/2":true,"doctrine of the dark wormhole 1/5":true},"precededBy":["burial wormhole 1/2","doctrine of the dark wormhole 1/5"],"leadsTo":["doctrine of the dark wormhole 3/5"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":290},{"name":"doctrine of the dark wormhole 4/5","displayName":"Doctrine of the dark wormhole 4/5","desc":"This part of the doctrine describes ways of keeping the wormhole active. It is an important thing too because if it runs out of power, a ton of corpses will explode out of the wormhole and people will be really, really mad. //Your [wizard]s know exactly how big of an issue will happen if the wormhole will run out of power. @provides 10 [wisdom II] and 2 [inspiration II]","icon":[18,22,"magixmod",15,22,"magixmod"],"type":"trait","cost":{"insight II":130,"science":7,"faith II":4,"influence II":5,"culture II":27},"category":"knowledge","startWith":0,"tier":173,"chance":60,"req":{"burial wormhole 1/2":true,"doctrine of the dark wormhole 3/5":true},"precededBy":["burial wormhole 1/2","doctrine of the dark wormhole 3/5"],"leadsTo":["doctrine of the dark wormhole 5/5","mo' beauty"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":292},{"name":"corpse decay","displayName":"Corpse decay","desc":"The wormhole you opened will now be able to make [corpse]s decay based on your [corpsedecaypoint]s!","icon":[7,24,"magixmod"],"type":"trait","cost":{"insight II":125,"dark essence":25000,"culture II":25,"influence II":3},"category":"culture","startWith":0,"tier":25153,"chance":90,"req":{"burial wormhole 2/2":true,"doctrine of the dark wormhole 5/5":true},"precededBy":["burial wormhole 2/2","doctrine of the dark wormhole 5/5"],"leadsTo":["dark urn decay"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":295},{"name":"respect for the corpse","displayName":"Respect for the corpse","desc":"@this trait removes and disables the effects of [ritual necrophagy] @[art of death] no longer uses any corpses, but [painter,Artists] can still use death as a theme (they will draw or paint corpses instead using actual ones). @allows [art of death] to be obtainable with the [belief in the beforelife,Beforelife] religion path. @unhappiness from unburied corpses is decreased by a quarter","icon":[25,24,"magixmod"],"type":"trait","cost":{"culture II":25,"faith II":5,"influence II":5},"category":"culture","startWith":0,"tier":60,"chance":35,"req":{"ritual necrophagy":true,"liberating darkness":true},"precededBy":["ritual necrophagy","liberating darkness"],"leadsTo":["embalmment"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":303},{"name":"leaves of wisdom","displayName":"Leaves of wisdom","desc":"A weird thought strikes the head of scholars. It's all about the [wisdom II,Wisdom tree], which grows ruby red leaves now. This tree produces leaves faster than it can grow branches for them! //Learning about these gives you 2 [education], 35 [wisdom II], and 250 [wisdom] and allows you to unlock more techs. In addition, [essential conversion tank]s become 25% faster.","icon":[31,10,"magixmod"],"type":"trait","cost":{},"category":"knowledge","startWith":0,"tier":0,"chance":20,"req":{"symbolism II":true,"branches of wisdom":false},"precededBy":["symbolism II"],"leadsTo":["Storage at the bottom of the world","paradise shelters","do we need that much science?","outstanding wisdom","enchanted shovels","deep mining & quarrying","glorious agriculture","imprisonment III","spicy foods III"],"effects":[{"type":"provide res","what":{"wisdom II":35,"wisdom":250}},{"type":"provide res","what":{"education":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":307},{"name":"gods and idols","displayName":"Knowledge of the Seraphins","desc":"May open a door to the Seraphins, who are great beings that may help your people.","icon":[17,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":60,"chance":70,"req":{"liberating darkness":true,"power of the faith":true},"precededBy":["liberating darkness","power of the faith"],"leadsTo":["monument-building III","sb1","sb2","sb3","sb4"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":319},{"name":"sb1","displayName":"Soothsayer blessing","desc":"Increases the amount of [faith] gained by [soothsayer]s by 10% due to getting closer to the religion. //you got lucky this time...this increases it by the most out of all four of these traits","icon":[13,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":120,"chance":60,"req":{"gods and idols":true,"power of the faith":true,"sb2":false,"sb3":false,"sb4":false},"precededBy":["gods and idols","power of the faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":321},{"name":"sb2","displayName":"Soothsayer blessing","desc":"Increases the amount of [faith] gained by [soothsayer]s by 5% due to getting closer to the religion.","icon":[14,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":120,"chance":60,"req":{"gods and idols":true,"power of the faith":true,"sb1":false,"sb3":false,"sb4":false},"precededBy":["gods and idols","power of the faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":322},{"name":"sb3","displayName":"Soothsayer not-blessing","desc":"Sadly, getting closer to the religion doesn't make [soothsayer]s gain more [faith]. Try your luck next time, I guess!","icon":[15,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":120,"chance":60,"req":{"gods and idols":true,"power of the faith":true,"sb2":false,"sb1":false,"sb4":false},"precededBy":["gods and idols","power of the faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":323},{"name":"sb4","displayName":"Soothsayer un-blessing","desc":"Nobody knows how or why, but [soothsayer]s will now gain 5% less [faith] even after getting closer to the God and the entire religion!","icon":[16,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":120,"chance":60,"req":{"gods and idols":true,"power of the faith":true,"sb2":false,"sb3":false,"sb1":false},"precededBy":["gods and idols","power of the faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":324},{"name":"mastered caligraphy","displayName":"Mastered caligraphy","desc":"Most of your people can write and their writing skills are steadily improving! Your people are now able to write better, meaning that most things your people write down are legible now.
    Provides 5 [education] and 5 [wisdom II]
    ","icon":[15,27,"magixmod"],"type":"trait","cost":{"insight II":15,"culture II":15},"category":"knowledge","startWith":0,"tier":2080,"chance":250,"req":{"eotm":true},"precededBy":["eotm"],"effects":[{"type":"provide res","what":{"wisdom II":5}},{"type":"provide res","what":{"education":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":337},{"name":"trial","displayName":"Trial","desc":"You are currently under a Trial. As long as you are in a Trial, new rules will apply depending on the one that you have chosen.","icon":[8,27,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":341},{"name":"t1","displayName":"Chra-nos' Trial","desc":"You are currently in the Patience trial.","icon":[7,27,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":342},{"name":"creativity over smartness","displayName":"Creativity over smartness","desc":"@all researches, knowledges and traits have their [insight] costs reduced. <>For every 75 [insight] from the original cost, the new cost is reduced by 3 (with [roots of insight] it's 4). (For example, if a research costs 225 [insight], it will cost 216 as long as this trait is active.) @maximum reduction is 70.//smort","icon":[24,3,"magixmod",8,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":349},{"name":"slower synapses","displayName":"Slower synapses","desc":"@all researches, knowledges and traits have their [insight] costs increased. <>For every 75 [insight] from the original cost, the new cost is increased by 3 (with [roots of insight] it's 2). (For example, if a research costs 225 [insight], it will cost 234 as long as this trait is active.) @maximum reduction is 70.//not smort","icon":[23,3,"magixmod",8,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":350},{"name":"artistic thinking II","displayName":"Artistic thinking II","desc":"@all researches, knowledges and traits have their [culture] costs reduced. <>For every 50 [culture] from the original cost, the new cost is reduced by 2 (with [cultural roots] it's 3). (For example, if a research costs 200 [culture], it will cost 192 as long as this trait is active.) @maximum reduction is 45.//that's very arty art, isn't it?","icon":[24,3,"magixmod",10,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":351},{"name":"art rejection","displayName":"Art rejection","desc":"@all researches, knowledges and traits have their [culture] costs increased. <>For every 50 [culture] from the original cost, the new cost is increased by 3 (with [cultural roots] it's 2). (For example, if a research costs 200 [culture], it will cost 208 as long as this trait is active.) @maximum increase is 45.//It's not culture after all...","icon":[23,3,"magixmod",10,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":352},{"name":"faithful thinking","displayName":"Faithful thinking","desc":"@all researches, knowledges and traits have their [faith] costs reduced. <>For every 50 [faith] from the original cost, the new cost is reduced by 2 (with [deep-rooted faith] it's 3). (For example, if a research costs 200 [faith], it will cost 192 as long as this trait is active.) @maximum reduction is 45.//Have fun with this trait: it doesn't last very long!","icon":[24,3,"magixmod",7,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":353},{"name":"atheism","displayName":"Atheism","desc":"@all researches, knowledges and traits have their [faith] costs increased. <>For every 50 [faith] from the original cost, the new cost is increased by 2 (with [deep-rooted faith] it's 1). (For example, if a research costs 200 [faith], it will cost 208 as long as this trait is active.) @maximum reduction is 45.//dissenters...it seems like","icon":[23,3,"magixmod",7,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":354},{"name":"season for inventing","displayName":"Season for inventing","desc":"@all researches, knowledges and traits have their [science] costs reduced. <>For every 20 [science] from the original cost, the new cost is reduced by 1. (For example, if a research costs 100 [science], it will cost 95 as long as this trait is active.) @maximum reduction is 15.//This trait is very rare...","icon":[24,3,"magixmod",6,4,23,1],"type":"trait","cost":{"culture II":15,"insight II":5},"category":"short","startWith":0,"tier":20,"chance":1500,"req":{"science blessing":true,"sabotaged knowledge":false},"precededBy":["science blessing"],"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":355},{"name":"sabotaged knowledge","displayName":"Sabotaged knowledge","desc":"@all researches, knowledges and traits have their [science] costs increased. <>For every 20 [science] from the original cost, the new cost is increased by 2. (For example, if a research costs 100 [science], it will cost 120 as long as this trait is active.) @maximum increase is 18.//dissenters...seems like","icon":[23,3,"magixmod",6,4,23,1],"type":"trait","cost":{"culture II":15,"insight II":5},"category":"short","startWith":0,"tier":20,"chance":1500,"req":{"science blessing":true,"season for inventing":false},"precededBy":["science blessing"],"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":356},{"name":"liberality","displayName":"Liberality","desc":"@all researches, knowledges and traits have their [influence] costs reduced. <>For every 40 [influence] from the original cost, the new cost is reduced by 2 (with [political roots] it's 3). (For example, if a research costs 100 [influence], it will cost 92 as long as this trait is active.) @maximum reduction is 30.//democration...right?","icon":[24,3,"magixmod",11,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":357},{"name":"disauthority","displayName":"Disauthority","desc":"@all researches, knowledges and traits have their [influence] costs increased. <>For every 20 [influence] from the original cost, the new cost is increased by 2 (with [political roots] it's 1). (For example, if a research costs 100 [influence], it will cost 110 as long as this trait is active.) @maximum increase is 38.//lawlesness? Isn't it lawlessness?","icon":[23,3,"magixmod",11,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":358},{"name":"cart1","displayName":"Carver's trend: Stone statuettes","desc":"[carver]s feel that a [statuette] made out of stone is accepted better by this tribe more than a statuette from wood or bone. <>Craft stone statuettes becomes 5% faster.","icon":[25,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"insight":25,"culture":25},"category":"short","startWith":0,"tier":50,"chance":125,"req":{"construction":true,"cart2":false},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":359},{"name":"cart2","displayName":"Carver's trend: Wooden statuettes","desc":"[carver]s feel that a [wooden statuette,Statuette] made out of wood is accepted better by this tribe more than a statuette from stone or other non-wood resource. <>Craft wooden statuettes becomes 5% faster.","icon":[26,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"insight":25,"culture":25},"category":"short","startWith":0,"tier":50,"chance":125,"req":{"construction":true,"cart1":false},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":360},{"name":"gtt1","displayName":"Gatherer's trend: Sticks","desc":"[gatherer]s gain more [stick]s. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[27,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":100,"chance":125,"req":{"plant lore II":true,"gtt2":false},"precededBy":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":361},{"name":"gtt2","displayName":"Gatherer's trend: Water","desc":"[gatherer]s gain more [water]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[28,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":100,"chance":125,"req":{"plant lore II":true,"gtt1":false},"precededBy":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":362},{"name":"dtt1","displayName":"Digger's trend: Ice","desc":"[digger]s gain more [ice]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[29,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":75,"chance":125,"req":{"digging":true,"dtt2":false},"precededBy":["digging"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":363},{"name":"dtt2","displayName":"Digger's trend: Sand","desc":"[digger]s gain more [sand] from deserts. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[30,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":75,"chance":125,"req":{"digging":true,"dtt1":false},"precededBy":["digging"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":364},{"name":"htt1","displayName":"Hunter's trend: Hide","desc":"[hunter]s gain more [hide]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[31,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":75,"chance":125,"req":{"hunting":true,"htt2":false},"precededBy":["hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":365},{"name":"htt2","displayName":"Hunter's trend: Meat","desc":"[hunter]s gain more [meat]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[32,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":75,"chance":125,"req":{"hunting":true,"htt1":false},"precededBy":["hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":366},{"name":"t2","displayName":"Bersaria's Trial","desc":"You are currently in the Unhappy trial.","icon":[28,25,"magixmod",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":375},{"name":"t3","displayName":"Tu-ria's Trial","desc":"You are currently in the Cultural trial.","icon":[27,25,"magixmod",1,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"},{"type":"provide res","what":{"inspiration":10}},{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":376},{"name":"t4","displayName":"Hartar's Trial","desc":"You are currently in the Hunted trial.","icon":[26,25,"magixmod",1,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":377},{"name":"t10","displayName":"Mamuun's Trial","desc":"You are currently in the Pocket trial.","icon":[20,25,"magixmod",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":381},{"name":"druidsymbolism1","displayName":"Druidish merriment","desc":"[druid]s gather 25% more [happiness]. //This trait is always temporary but has a varied lifespan.","icon":[27,30,"magixmod"],"type":"trait","cost":{"faith":5,"culture":15},"category":"culture","startWith":0,"tier":20,"chance":100,"req":{"druidism":true,"druidsymbolism2":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":395},{"name":"druidsymbolism2","displayName":"Faithful worship","desc":"[druid]s gather 10% more [faith]. //This trait is always temporary but has a varied lifespan.","icon":[28,30,"magixmod"],"type":"trait","cost":{"faith":5,"culture":15},"category":"culture","startWith":0,"tier":20,"chance":100,"req":{"druidism":true,"druidsymbolism1":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":396},{"name":"gardening","displayName":"Gardening","desc":"A key for unlocking farms! People learn how to use water for crops, allowing your people to start thinking about making some small gardens.","icon":[10,0,"magixmod"],"type":"trait","cost":{"insight":40},"category":"knowledge","startWith":0,"tier":40,"chance":15,"req":{"druidism":true,"city planning":true},"precededBy":["druidism","city planning"],"leadsTo":["agriculture","juice-crafting","farm of the sugar cane","archaeology"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":397},{"name":"time measuring 2/2","displayName":"Time measuring 2/2","desc":"Now you can see what year and day it currently is.","icon":[27,2,"magixmod",36,26,"magixmod"],"type":"trait","cost":{"insight":400},"category":"knowledge","startWith":0,"tier":447,"chance":75,"req":{"time measuring 1/2":true,"belief in portals":true},"precededBy":["time measuring 1/2","belief in portals"],"leadsTo":["families full of love","symbolic cultural colors","symbolic knowledge colors"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":404},{"name":"primary time measure","displayName":"Primary time measure","desc":"People can now measure passing time in centuries.","icon":[34,29,"magixmod"],"type":"trait","cost":{"culture":10},"category":"knowledge","startWith":0,"tier":10,"chance":12,"req":{"oral tradition":true},"precededBy":["oral tradition"],"leadsTo":["time measuring 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":411},{"name":"intuition","displayName":"Intuition","desc":"[intuition] opens a way to more complex researching. Researches related to crafting, building, planning, and other related ideas can be \\"on-plan\\" from now on.","icon":[35,31,"magixmod"],"type":"trait","cost":{"culture":1,"insight":1,"influence":1},"category":"culture","startWith":0,"tier":3,"chance":1.75,"req":{"oral tradition":true},"precededBy":["oral tradition"],"leadsTo":["scouting","boat building","sedentism","building","cities","guilds","healing","ritualism","symbolism","curing","sewing","weaving","smelting","clans","prospecting","quarrying","carpentry","monument-building","\\"dark season\\"","tile inspection","symbI","exploration trips"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":416},{"name":"no knapping anymore","displayName":"No knapping anymore","desc":"Depending on the chosen path, people will produce way less [knapped tools]. Additionally, [healer]s, [digger]s, and [woodcutter]s will use [stone tools] instead of [knapped tools] now. However, it won't increase their efficiency! //For [moderation] it is 95% slower, while for [caretaking] it is 85% slower.","icon":[27,31,"magixmod"],"type":"trait","cost":{"culture II":10},"category":"culture","startWith":0,"tier":10,"chance":50,"req":{"oral tradition":true},"precededBy":["oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":419},{"name":"dt19","displayName":"Devil's trait #19 Extinguishing","desc":"Everything related to [fire essence] produces 12% less of it, excluding the [Wizard Complex]. //DON'T PLAY WITH FIRE!!!","icon":[34,23,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt7":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":426},{"name":"dt20","displayName":"Devil's trait #20 Secret thirst","desc":"Everything related to [water essence] produces 12% less of it, excluding the [Wizard Complex]. //i need to hydrate but there is no water","icon":[34,22,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt8":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":427},{"name":"dt21","displayName":"Devil's trait #21 Atmospheric silence","desc":"Everything related to [wind essence] produces 12% less of it, excluding the [Wizard Complex]. //Not even a breeze","icon":[34,21,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt9":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":428},{"name":"dt22","displayName":"Devil's trait #22 Drought","desc":"Everything related to [nature essence] produces 12% less of it, excluding the [Wizard Complex].//Not that drought though","icon":[34,20,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt10":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":429},{"name":"dt23","displayName":"Devil's trait #23 Discharge","desc":"Everything related to [lightning essence] produces 12% less of it, excluding the [Wizard Complex]. //the lightbulb is flickering","icon":[34,19,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt11":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":430},{"name":"dt24","displayName":"Devil's trait #24 Deterrence","desc":"Everything related to [dark essence] produces 12% less of it, excluding the [Wizard Complex]. //it is suspiciously bright tonight","icon":[34,18,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt12":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":431},{"name":"gt7","displayName":"God's trait #7 Triumphal flame","desc":"[fire essence] becomes the Trend of Gods. Everything related to [fire essence] (except [Wizard Complex]) produces 2% more of this Essence. //LET'S SPREAD OUR PEOPLE'S FIRE!!!","icon":[35,23,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt19":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":432},{"name":"gt8","displayName":"God's trait #8 Holy rain","desc":"[water essence] becomes the Trend of Gods. Everything related to [water essence] (except [Wizard Complex]) produces 2% more of this Essence. //A strange rain indeed.","icon":[35,22,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt20":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":433},{"name":"gt9","displayName":"God's trait #9 Windy wisdom","desc":"[wind essence] becomes the Trend of Gods. Everything related to [wind essence] (except [Wizard Complex]) produces 2% more of this Essence. //Dude it's so windy today I'd better stay in my tower.","icon":[35,21,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt21":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":434},{"name":"gt10","displayName":"God's trait #10 Natural merge","desc":"[nature essence] becomes the Trend of Gods. Everything related to [nature essence] (except [Wizard Complex]) produces 2% more of this Essence. //Looks like some plant has grown in my stomach. But it is good for my health, someone said.","icon":[35,20,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt22":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":435},{"name":"gt11","displayName":"God's trait #11 Electricity","desc":"[lightning essence] becomes the Trend of Gods. Everything related to [lightning essence] (except [Wizard Complex]) produces 2% more of this Essence. //Dude...you burnt my outlet in the kitchen...","icon":[35,19,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt23":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":436},{"name":"gt12","displayName":"God's trait #12 Dark bait","desc":"[dark essence] becomes the Trend of Gods. Everything related to [dark essence] (except [Wizard Complex]) produces 2% more of this Essence. //The attention! This night will be the darkest one universe had ever seen...wait, universe?","icon":[35,18,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt24":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":437},{"name":"deep-rooted faith","displayName":"Deep-rooted faith","desc":"Religions built from centuries or millenniums will slowly become deep-rooted, meaning that almost nothing can make their religion die. @provides 50 [spirituality II], 100 [spirituality], and 90 [inspiration II]","icon":[35,24,"magixmod"],"type":"trait","cost":{"culture II":50,"faith II":35,"insight II":350,"science":60},"category":"main","startWith":0,"tier":495,"chance":50,"req":{"villas of victory":true},"precededBy":["villas of victory"],"leadsTo":["even bigger university"],"effects":[{"type":"provide res","what":{"spirituality II":50}},{"type":"provide res","what":{"spirituality":100}},{"type":"provide res","what":{"inspiration II":90}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":439},{"name":"brahim the angel of authority","displayName":"Brahim the angel of authority","desc":"Provides 15 [spirituality II] and 15 [authority II].","icon":[35,30,"magixmod"],"type":"trait","cost":{"faith II":40,"influence II":30,"culture II":30},"category":"religion","startWith":0,"tier":100,"chance":500,"req":{"villas of victory":true,"sergius the angel of belief":false},"precededBy":["villas of victory"],"effects":[{"type":"provide res","what":{"spirituality II":15}},{"type":"provide res","what":{"authority II":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":444},{"name":"sergius the angel of belief","displayName":"Sergius the angel of belief","desc":"Provides 30 [spirituality II].","icon":[35,29,"magixmod"],"type":"trait","cost":{"faith II":40,"influence II":30,"culture II":30},"category":"religion","startWith":0,"tier":100,"chance":500,"req":{"villas of victory":true,"brahim the angel of authority":false},"precededBy":["villas of victory"],"effects":[{"type":"provide res","what":{"spirituality II":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":445},{"name":"spark'o religion","displayName":"Spark'o religion","desc":"[spark'o religion] opens a way to [ritualism] and things related to Religion such as spirits, beliefs, and hopes. Who knows if you can even reach some sort of...[magic essences,Magic]?","icon":[35,15,"magixmod"],"type":"trait","cost":{"culture":2},"category":"religion","startWith":0,"tier":2,"chance":1.3,"req":{"oral tradition":true},"precededBy":["oral tradition"],"leadsTo":["ritualism","wizardry","fear of death","belief in the afterlife","acceptance of death","belief in the beforelife","death indifference","death scepticism"],"effects":[{"type":"provide res","what":{"dark decay":50}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":446},{"name":"t11","displayName":"Enlightened' Trial","desc":"You are currently in the Faithful trial.","icon":[19,25,"magixmod",1,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"spirituality":100,"faith":100}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":447},{"name":"tile inspection II","displayName":"Tile inspection II","desc":"Now you can see how much of a certain resource you have within your territory.","icon":[0,35,"magixmod",35,14,"magixmod"],"type":"trait","cost":{"insight":50},"category":"knowledge","startWith":0,"tier":50,"chance":30,"req":{"maths":true,"tile inspection":true,"writing":true,"alphabet 1/3":true},"precededBy":["maths","tile inspection","writing","alphabet 1/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":449},{"name":"enlightenment","displayName":"Enlightenment","desc":"[soothsayer]s and [druid]s from now on are more efficient. //@[soothsayer] is more likely to generate [faith] successfully. [church] generates 2% more [faith]. Also, for every 5 [church,Churches], you will gain 1 [spirituality]. //Note: [enlightenment] is fragile and will no longer work once any evolution occurs.","icon":[35,28,"magixmod"],"type":"trait","cost":{},"category":"religion","startWith":0,"tier":0,"chance":30,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":450},{"name":"punish the grinch!","displayName":"Punish the grinch!","desc":"If available, [population,people] will use some household objects and [snow] to punish bad guys (like [thief,Thieves] and [wild corpse]s) who try to destroy Christmas! Works only during its season.","icon":[17,12,"seasonal"],"type":"trait","cost":{"culture":300,"influence":50,"faith":25,"insight":100},"category":"seasonal","startWith":0,"tier":475,"chance":60,"req":{"battling thieves":true,"the christmas":true},"precededBy":["battling thieves","the christmas"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":465},{"name":"policies","displayName":"Policies","desc":"@Now you can spend your [influence]! @Unlocks policies, one of the main parts of your civilization. Go to the Policies tab to unlock new options.","icon":[34,13,"magixmod"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":0.25,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["rules of food","where am i?"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":466},{"name":"where am i?","displayName":"Where am I?","desc":"@Unlocks primary information about your small-but-still world, one of the main parts of your civilization. @Go to the Territory tab to see what goods you can gain from the territory and where your tribe has settled. //Seriously though, where am I?","icon":[35,11,"magixmod"],"type":"trait","cost":{"insight":1},"category":"culture","startWith":0,"tier":1,"chance":1.11,"req":{"tribalism":true,"policies":true},"precededBy":["tribalism","policies"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":467},{"name":"parental love","displayName":"Parental love","desc":"Now newborn [baby,Babies] provide some [love,Love points] for each one born. This one will lead to more [love] sources.","icon":[19,17,"seasonal"],"type":"trait","cost":{"culture":75,"research":90},"category":"seasonal","startWith":0,"tier":165,"chance":35,"req":{"love grows around us":true},"precededBy":["love grows around us"],"leadsTo":["discovery with love","compliments","very artful compliments","lovely monument"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":475},{"name":"discovery with love","displayName":"Discovery with love","desc":"You may gain [love] from [research] after getting this trait! Every single year, you will gain some [love] points. The amount of points is based on your techs and traits!","icon":[3,16,"seasonal"],"type":"trait","cost":{"culture":75,"research":120,"insight":400},"category":"seasonal","startWith":0,"tier":760,"chance":50,"req":{"parental love":true,"time measuring 1/2":true},"precededBy":["parental love","time measuring 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":476},{"name":"compliments","displayName":"Compliments","desc":"Now, [child,Children] generate [love] points. //Not all children rather teenagers that have a need to have a second half and love her. They are going to say nice compliments each other. //Not only teens. Also any children that are good-mannered and talk good things about other people.","icon":[4,16,"seasonal"],"type":"trait","cost":{"culture":125,"research":120,"faith":100},"category":"seasonal","startWith":0,"tier":510,"chance":150,"req":{"parental love":true,"alphabet 3/3":true},"precededBy":["parental love","alphabet 3/3"],"leadsTo":["very artful compliments","lovely monument","peace","families full of love"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":477},{"name":"very artful compliments","displayName":"Very artful compliments","desc":"[child,Children] generate even more [love] points.","icon":[5,16,"seasonal"],"type":"trait","cost":{"culture II":25,"research":150,"insight II":15},"category":"seasonal","startWith":0,"tier":700,"chance":35,"req":{"parental love":true,"compliments":true,"alphabet 3/3":true},"precededBy":["parental love","compliments","alphabet 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":478},{"name":"peace","displayName":"Peace","desc":"During the Valentine's day event, no [thief,Thieves] or [wild corpse]s will spawn. //Why it is only during Valentines?","icon":[6,16,"seasonal"],"type":"trait","cost":{"culture":500,"research":100,"faith":500},"category":"seasonal","startWith":0,"tier":1610,"chance":135,"req":{"compliments":true},"precededBy":["compliments"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":480},{"name":"voodoo spirit","displayName":"Voodoo spirit","desc":"@You start run with two bonuses: //Early-game bonus: learn more about [dark decay] (hover on this resource with your mouse). //Late-game bonus: All units that provide [burial spot]s provide twice as much (except the [dark wormhole] and the [cemetary of Plain Island]; the island cemetary gains 2,500 additional [burial spot]s.)","icon":[24,5,"magixmod"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"req":{"tribalism":true},"precededBy":["tribalism"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":482},{"name":"patron1","displayName":"Aflamtnaja the Phoenix of Fire","desc":"[patron1] represents flames and fires. @This patron also symbolizes fight and decisivwness. @Your [wizard]s and people picking this patron wish to mark that their decisions are made with confidence. Also, [wizard]s believe that the Phoenix will lead them to the right paths of their lives. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[0,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":483},{"name":"patron2","displayName":"Wuraloik The Son of the Forest","desc":"[patron2] represents nature and its flora. @This patron is also symbolizes calm and peace. @Your [wizard]s and people picking this patron want to mark that peace has keys to fix a lot of troubles and no agression is needed to solve every problem. Also, [wizard]s believe that The Son created once a true Oasis of Peace. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[1,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron1":false,"patron3":false,"patron4":false,"patron5":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":484},{"name":"patron3","displayName":"Rvikol The Guide of the Winds","desc":"[patron3] represents winds and hurricanes. @This patron is also symbolizes time and impetuosity. @Your [wizard]s picking and sending their hopes to [patron3,Him] want to mark that each hard decision can be taken easily. Also, [wizard]s believe that one of [patron3,His] winds will blow their souls right to the Heaven, preventing them from being absorbed by darkness of the Hell or Underworld. //Belief in that patron persists through the ages. Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[2,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron1":false,"patron4":false,"patron5":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":485},{"name":"patron4","displayName":"Uselatarraya the Dark Dragon","desc":"[patron4] represents mysteries, secrets and insecurity. @This patron also symbolizes withdrawal and concealment. @Your [wizard]s picking this patron want to mark that their lives are full of secrets and mysteries. Also, [wizard]s believe that [patron4,The Dragon] will protect their secrets from being leaked and will curse \\"the leakers\\" involved. Are there any miserables here? //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[3,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron1":false,"patron5":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":486},{"name":"patron5","displayName":"Takerus The Stormlord","desc":"[patron5] represents precision and impulsivity. @This patron also symbolizes indigation and quick action. @Your [wizard]s picking this patron want to mark that sometimes all of us need to perform a decision in a short period of time. Also, [wizard]s believe that [patron5,The Stormlord] will guide through the lives of [population,people], helping to make decisions with His precision. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[4,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron1":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":487},{"name":"patron6","displayName":"Kolier'ali, Eye of the Sea","desc":"[patron6] represents restraint and observation. @This patron also symbolizes cautioness and prudence. @Your [wizard]s picking this patron want to mark that you cannot always finish something quickly...you need to do it slowly and thoughtfully. Also, [wizard]s believe that [patron6,The Eye] will help [population,people] keep restraint and prevent obsession to appear in their hearts. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[5,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":488},{"name":"unknown patron","displayName":"Unknown patron","desc":"You have an unknown patron, somehow. You don't know who that strange being is. @Maybe it is a group of spirits or demigods...@It is pretty much impossible to point what it represents. @Each [wizard] will tell you a different thing about it. //Belief in that unknown patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[6,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":100,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron7":false,"patron8":false,"patron6":false,"nonpatronage":false},"precededBy":["wizardry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":489},{"name":"patron7","displayName":"Chirus the time watcher","desc":"[patron7] is all about time and how it passes. @This patron also symbolizes that things pass way all the time. @Your [wizard]s picking this patron want to mark that they realize it. Also, [wizard]s believe that [patron7,The Time Watcher] will prolong [population,people] lives. //Carpe diem! //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[8,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron6":false,"patron8":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":490},{"name":"patron8","displayName":"Hzakilok the homepeace keeper","desc":"[patron8] is a patron of [housing,Houses]. @This patron also symbolizes that everywhere you can feel good but the best place is still your own home. @Your [wizard]s picking this patron want to mark that their homeland can also be a peaceful place. Also, [wizard]s believe that [patron8,The Homepeace keeper] will protect [housing,Houses] from evil and dark powers. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[7,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron6":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":491},{"name":"nonpatronage","displayName":"Nonpatronage","desc":"Seems like your tribe wants to live without any patrons. The reasons might be: @First decision that has been spread through tribe @Fear @Insecurity @Their religion say nothing about patronage //Through the rest of the run, [wizard]s and eventually [population,people] will not pick or create their own Patron. Be aware that patrons do not involve gameplay in any way. It is just some lore. //Not having a patron is also fine, don't worry too much :)","icon":[9,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":80,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron7":false,"patron8":false,"patron6":false,"unknown patron":false},"precededBy":["wizardry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":492},{"name":"t8","displayName":"Buri'o dak's Trial","desc":"You are currently in the Buried trial. After you successfully finish this trial, you will no longer be able to rerun it.","icon":[22,25,"magixmod",1,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"spirituality":3,"faith":3}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":493},{"name":"constelations","displayName":"Constellations","desc":"A naming system for star constellations has been invented. //Big dog, Little dog, Dove, Centaur, Water bearer, Octant, Balance, Sea serpent, Crane...yeah, these are names of our constellations...","icon":[36,32,"magixmod"],"type":"trait","cost":{"culture II":35,"insight II":600,"science":100},"category":"knowledge","startWith":0,"tier":735,"chance":6,"req":{"even bigger university":true},"precededBy":["even bigger university"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":496},{"name":"trick or treat","displayName":"Trick or treat","desc":"People living in houses can now use their halloween costumes to gather sweet [candy,Candies] in the tribe. //Thanks to [trick or treat], you have another source of [halloween essence] and [spookiness]. //Note: [paradise housing] does not provide [halloween essence] or [spookiness] with this upgrade.//Candies are so sweet and tasty...wonderful!","icon":[19,8,"seasonal"],"type":"trait","cost":{"insight":800,"culture":100,"colored clothing":1000,"halloween essence":2500},"category":"seasonal","startWith":0,"tier":4400,"chance":3,"req":{"candy-crafting":true,"costume-crafting":true},"precededBy":["candy-crafting","costume-crafting"],"leadsTo":["halloween ornaments","demon-summoning"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":501},{"name":"vampirism","displayName":"Vampirism","desc":"@some [population,people] will start to occasionally drink blood from living [population,people] and their [corpse]s, increasing [spookiness] but harming [health] even more, and increasing people's fear (in turn decreasing [happiness]) in exchange for [spookiness]. //Note: [vampirism] works only during Halloween. That means after Halloween, [vampirism] and its [health] harm will stop. //that is even more eww","icon":[2,9,"seasonal"],"type":"trait","cost":{"faith":50,"culture":50},"category":"seasonal","startWith":0,"tier":125,"chance":300,"req":{"\\"dark season\\"":true,"ritual necrophagy":true},"precededBy":["\\"dark season\\"","ritual necrophagy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":502},{"name":"plant lore II","displayName":"Plant lore II","desc":"@unlocks the [florist]. The [florist] is a gatherer tasked with collecting various [flowers] instead of other resources. //Also unlocks the Heal sick people mode for [healer]s, which allows you to heal [sick] people faster.","icon":[8,7,"magixmod"],"type":"trait","cost":{"insight":25},"category":"knowledge","startWith":0,"tier":25,"chance":6,"req":{"herbalism":true,"a gift from the mausoleum":true,"plant lore":true},"precededBy":["herbalism","a gift from the mausoleum","plant lore"],"leadsTo":["juicy expertise","gtt1","gtt2","plant-loving bees"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":512},{"name":"acceptance of death","displayName":"Acceptance of death","desc":"@unhappiness from death is halved@may evolve into more complex spiritual thinking //That had to happen. Death is merciless...","icon":[21,1],"type":"trait","cost":{"culture":8,"insight":1},"category":"short","startWith":0,"tier":11,"chance":10,"req":{"language":true,"spark'o religion":true,"fear of death":false,"t2":false,"death indifference":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"provide res","what":{"dark decay":50}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":513},{"name":"belief in the beforelife","displayName":"Belief in the beforelife","desc":"@prevents [ritual necrophagy,Corpse cruelty] traits from being occasionally adopted. @if this trait is adopted after [ritual necrophagy,Necrophagy] or [art of death], then it will be instantly removed because they believe respecting their ancestors is a key to well being.","icon":[8,8,"magixmod"],"type":"trait","cost":{"culture":5,"faith":2},"category":"religion","startWith":0,"tier":14,"chance":10,"req":{"fear of death":true,"oral tradition":true,"spark'o religion":true,"belief in the afterlife":false,"ritual necrophagy":false},"precededBy":["fear of death","oral tradition","spark'o religion"],"leadsTo":["culture of the beforelife","faunal vampirism","dt25","dt26","dt27","dt28","dt29","dt30","at6","at7","at8","at9","at10","at11","royal treatment","belongings preservance"],"effects":[{"type":"provide res","what":{"dark decay":150}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":514},{"name":"culture of the beforelife","displayName":"Culture of the beforelife","desc":"Beliefs have slowly morphed into advanced culture. People will now try to be closer to the ancestor or ancestors they worship. Who knows if they will build another wonder. @unhappiness from death varies: on odd numbered decades it increases by 10%, while on even numbered decades it decreases by 10%.","icon":[12,33,"magixmod"],"type":"trait","cost":{"insight":50,"culture":200,"inspiration":20,"authority":20,"spirituality":30,"faith":40},"category":"religion","startWith":0,"tier":374,"chance":300,"req":{"belief in the beforelife":true,"time measuring 1/2":true},"precededBy":["belief in the beforelife","time measuring 1/2"],"leadsTo":["the ancestors call"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":515},{"name":"archaeology","displayName":"Archaeology","desc":"Throughout many ascensions there are some [relic]s left on this world from previous civilizations. @unlocks the [archaeologist] who will forage and dig into the surface to find and investigate stuff previous civilizations left.
    A some point, [archaeologist]s may become slower after nearby [relic]s have all been discovered.","icon":[19,33,"magixmod"],"type":"trait","cost":{"insight":250},"category":"knowledge","startWith":0,"tier":320,"chance":20,"req":{"gardening":true,"will to know more":true,"tribalism":false},"precededBy":["gardening","will to know more"],"leadsTo":["better seeking","out of relics"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":517},{"name":"out of relics","displayName":"Out of relics","desc":"Most of the relics have been found. From now on, [archaeologist]s will dig out stuff left by previous generations. Luckily, there is still a chance to find a rare finding based on the current rarity levels. @[archaeologist]s are 80% less efficient. @This trait will automatically disappear after several hundred years after your civilization evolves for many generations.","icon":[3,12,24,33,"magixmod"],"type":"trait","cost":{},"category":"long","startWith":0,"tier":320,"chance":2000,"req":{"archaeology":true,"tribalism":false},"precededBy":["archaeology"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":519},{"name":"the ancestors call","displayName":"The call of the Ancestors","desc":"The ancestors...they called your people...to their old world...full of hopes...full of new adventures...in their very own realm!","icon":[4,0,"magixmod"],"type":"trait","cost":{"insight":650,"influence":60,"authority":20,"spirituality":30,"faith":40},"category":"culture","startWith":0,"tier":1174,"chance":175,"req":{"culture of the beforelife":true},"precededBy":["culture of the beforelife"],"leadsTo":["2nd portal past","at1","at2","at3","at4","at5"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":521},{"name":"t7","displayName":"Herbalia's Trial","desc":"You are currently in the Herbalism trial.","icon":[14,0,"magix2",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":524},{"name":"faunal vampirism","displayName":"Faunal vampirism","desc":"@some [hunter]s and [fisher]s will start to occasionally drink blood from living animals and their [corpse]s, increasing [spookiness] but harming [health] even more, and increasing people's fear, harming [happiness] in exchange for more [spookiness]. //Note: [faunal vampirism] works only during Halloween. That means after Halloween, [faunal vampirism] and its [health] harm will stop. //That is even more eww than biting a human","icon":[12,9,"seasonal"],"type":"trait","cost":{"faith":50,"culture":50},"category":"seasonal","startWith":0,"tier":114,"chance":300,"req":{"\\"dark season\\"":true,"belief in the beforelife":true},"precededBy":["\\"dark season\\"","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":528},{"name":"at1","displayName":"Ancestors trait #1 Authority in churches","desc":"@[church,Churches] and [cathedral]s have a small chance to generate [influence]. Every 3 [church,Churches] and [cathedral]s increase the annual influence bonus by 1. In addition, getting this trait provides 25 [authority].","icon":[16,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1304,"chance":250,"req":{"the ancestors call":true,"7th essence":true,"roots of insight":true,"at5":false},"precededBy":["the ancestors call","7th essence","roots of insight"],"effects":[{"type":"provide res","what":{"authority":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":532},{"name":"at2","displayName":"Ancestors trait #2 Water safety","desc":"Allows you to use 1 more percent of your [wtr,Oceans]. //How divine!","icon":[15,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1174,"chance":250,"req":{"the ancestors call":true,"7th essence":true,"at4":false},"precededBy":["the ancestors call","7th essence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":533},{"name":"at3","displayName":"Ancestors trait #3 Science transmutation","desc":"@unlocks the [transcendentalist], who can convert a few hundred [insight] into 1 [science]. However, it has a very high chance of wasting [insight], providing nothing in return. @further researches may improve the performance of this new mode.","icon":[14,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1174,"chance":250,"req":{"the ancestors call":true,"7th essence":true},"precededBy":["the ancestors call","7th essence"],"leadsTo":["essential transmutation II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":534},{"name":"at4","displayName":"Ancestors trait #4 Aquatic protection","desc":"@[boat]s become less likely to sink.","icon":[13,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1174,"chance":250,"req":{"the ancestors call":true,"7th essence":true,"at2":false},"precededBy":["the ancestors call","7th essence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":535},{"name":"at5","displayName":"Ancestors trait #5 Afterlife punishment","desc":"@[thief,Thieves] are more likely to be killed for their actions, so their spawn rate is reduced by a quarter. However, they end up living twice as long!//Just don't execute them in public please.","icon":[12,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1174,"chance":250,"req":{"the ancestors call":true,"7th essence":true,"at1":false},"precededBy":["the ancestors call","7th essence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":536},{"name":"fear of revenants","displayName":"Fear of revenants","desc":"@[grave]s and [family graves,Cemetaries] generate [spookiness].//You know that you are safe, yet you still feel scared while seeing these graves, which is pretty common, right? Others also do and feel the same.","icon":[13,9,"seasonal"],"type":"trait","cost":{"faith":50,"culture":50},"category":"seasonal","startWith":0,"tier":121,"chance":30,"req":{"\\"dark season\\"":true,"belief in revenants":true},"precededBy":["\\"dark season\\"","belief in revenants"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":538},{"name":"cold heart","displayName":"Cold heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is halved and [health] gain from warmth will be decreased by 1.5% (at other times it will be 2.5%). @happiness from having [fire pit]s or other heating sources is decreased by 10% //Your tribe is getting used to low temperatures, meaning that they'll have to partially accept that fact in order to survive and making your civilization become unforgettable.","icon":[20,34,"magixmod",24,1],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"hot heart":false,"neutral heart":false,"fluid heart":false,"oral tradition":true},"precededBy":["fire-making","oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":539},{"name":"hot heart","displayName":"Hot heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is increased by 50%. @happiness from having [fire pit]s or other heating sources is increased by a quarter//Your tribe needs warmth. They really love the warmth brought to them by fire or other heating sources.","icon":[21,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"neutral heart":false,"fluid heart":false,"oral tradition":true},"precededBy":["fire-making","oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":540},{"name":"neutral heart","displayName":"Neutral heart","desc":"@un/happiness from lacking of/having [fire pit]s or other heating sources isn't increased or decreased in any way. //simply, it's neutral.","icon":[22,34,"magixmod",22,1],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"hot heart":false,"fluid heart":false,"oral tradition":true},"precededBy":["fire-making","oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":541},{"name":"fluid heart","displayName":"Fluid heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is fluid, meaning every some period of time it will switch between: @being increased by a quarter @being reduced by a quarter <>[happiness] gain from having heat sources will also switch between: @being increased by 5% @being decreased by 5% //Your tribe probably is not going to clearly state if they are fine with cold nights or they prefer warmth and safety. That's why they will change their statement sometimes.","icon":[9,15,"magixmod",23,34,"magixmod"],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"hot heart":false,"neutral heart":false,"oral tradition":true},"precededBy":["fire-making","oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":542},{"name":"nudist culture","displayName":"Nudist culture","desc":"@unhappiness from a lack of [basic clothes,Clothing] is halved. @[basic clothes,Clothing] brings 5% (sometimes it will be 10%) less [happiness] and harming [health] by 2.5% (sometimes 4%).","icon":[19,34,"magixmod",24,1],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"strict dress code":false,"clothing unconcern":false,"fluid dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":543},{"name":"strict dress code","displayName":"Strict dress code","desc":"@unhappiness from a lack of [basic clothes,Clothing] is multiplied by 1.5.//Strict dress codes may affect relationships between people. Sometimes it feels unfair and sounds stupid, doesn't it?","icon":[19,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"nudist culture":false,"fluid dress code":false,"clothing unconcern":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":544},{"name":"clothing unconcern","displayName":"Clothing unconcern","desc":"@un/happiness from lacking of or having [colored clothing,Clothing] isn't increased or decreased in any way. //simply, it's just neutral.","icon":[19,34,"magixmod",22,1],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"fluid dress code":false,"nudist culture":false,"strict dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":545},{"name":"fluid dress code","displayName":"Fluid dress code","desc":"unhappiness from a lack of [basic clothes,Clothing] or other heating sources is fluid, meaning every some period of time it will switch between: @being increased by a quarter @being reduced by a quarter <>[happiness] gain from having clothing will also switch between: @being increased by 4% @being reduced by 4% //Dress code will kind of vary for your people, it seems.","icon":[9,15,"magixmod",24,34,"magixmod"],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"clothing unconcern":false,"nudist culture":false,"strict dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":546},{"name":"decent nourishment","displayName":"Decent nourishment","desc":"@unhappiness from eating [bugs] and [spoiled food] is doubled. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.//But what if this is only food you have?...Here's some advice: do not even think about serving them any sort of worms at all. Just throw it all away or eat it yourself!","icon":[8,11,26,0,"magixmod"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":5,"req":{"insects as food":"on","insect-eating":false,"worm culture":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":547},{"name":"worm culture","displayName":"Worm culture","desc":"@your people are no longer unhappy when eating [bugs]. @in addition, one-third of its [happiness] harm will turn into a boost. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.//There are some countries that put worms into dishes. Consumers are happy about that, as they say it improves the dish's taste!","icon":[8,11,24,1],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":15,"req":{"insects as food":"on","insect-eating":false,"decent nourishment":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":548},{"name":"death indifference","displayName":"Death indifference","desc":"@unhappiness from death is not affected in any way. @may evolve into more complex spiritual thinking...","icon":[8,8,"magixmod"],"type":"trait","cost":{"culture":8,"insight":1},"category":"short","startWith":0,"tier":11,"chance":20,"req":{"language":true,"spark'o religion":true,"fear of death":false,"t2":false,"acceptance of death":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"provide res","what":{"dark decay":50}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":549},{"name":"death scepticism","displayName":"Death scepticism","desc":"unhappiness from death is fluid, meaning that its effect will change between: @being increased by one-third @being reduced by one-third. <> @may evolve into more complex spiritual thinking @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.","icon":[9,15,"magixmod",25,34,"magixmod"],"type":"trait","cost":{"culture":4,"insight":1},"category":"short","startWith":0,"tier":7,"chance":50,"req":{"language":true,"spark'o religion":true,"fear of death":false,"t2":false,"acceptance of death":false,"death indifference":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"provide res","what":{"dark decay":50}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":550},{"name":"meat diet","displayName":"Meat diet","desc":"@allows [healer]s to generate some [health] @cooked and cured [meat] will generate 10% more [health]","icon":[26,34,"magixmod"],"type":"trait","cost":{"culture":150,"wisdom":25,"insight":100,"influence":10},"category":"culture","startWith":0,"tier":285,"chance":120,"req":{"juice-crafting":true,"nutrition":false},"precededBy":["juice-crafting"],"effects":[{"type":"function"},{"type":"function"},{"type":"function"},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":551},{"name":"dt25","displayName":"Devil's trait #25 Miner's curse","desc":"Every good provides 2% less resources from mining (regardless of mining depth) //Today I have broken 3 pickaxes.","icon":[1,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at6":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":552},{"name":"dt26","displayName":"Devil's trait #26 Quarrial insecurity","desc":"Every good provides 2% less resources from quarrying (regardless of depth) //Are we sure it is a proper mineral at first? Is fear really devouring our minds while we are in a quarry?","icon":[3,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at7":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":553},{"name":"dt27","displayName":"Devil's trait #27 not durable axes","desc":"Every good provides 2% less resources from chopping. //These axes aren't as good as they said they were.","icon":[5,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at8":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":554},{"name":"dt28","displayName":"Devil's trait #28 Filthy mana","desc":"Wizardry is weakened by 5%. //This mana is FAKE! I am SURE OF IT!","icon":[7,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at9":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":555},{"name":"dt29","displayName":"Devil's trait #29 Awakening of the devil","desc":"Triggers two of the first 18 devil's traits. @has a chance to get [dt9] if not obtained during this run. //dark forces are now awakening","icon":[9,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at10":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":556},{"name":"dt30","displayName":"Devil's trait #30 Smart fishes","desc":"Every good provides 2% less resources from fishing. //these fishes are really smart...or are they? Or are they controlled by smart forces and in reality they are a little stupid?","icon":[11,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at11":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":557},{"name":"at6","displayName":"Ancestors trait #6 Old Miner's luck","desc":"Every good provides 1% more resources from mining (regardless of mining depth) //Now hard work down in the mines will feel more rewarding.","icon":[0,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt25":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":558},{"name":"at7","displayName":"Ancestors trait #7 The Quarry's Lord","desc":"Every good provides 1% more from quarrying (regardless of depth) //just look at this big bunch of cut stones behind me!","icon":[2,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt26":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":559},{"name":"at8","displayName":"Ancestors trait #8 Mistress of the forests blessing","desc":"Every good provides 1% more from chopping. //“Her blessing is real! I have just enough wood I need for this winter,” an old woodcutter says.","icon":[4,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt27":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":560},{"name":"at9","displayName":"Ancestors trait #9 Ancestor wizards blessing","desc":"Units related to magic and wizardry produce 3.5% more of magical resources. //Bibiddi bobiddi boo! Did it sound familiar to you?","icon":[6,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt28":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":561},{"name":"at10","displayName":"Ancestors trait #10 Decaying devil","desc":"Removes two of your Devil's traits. (Applies to these traits that are from 1 to 18, excluding [dt9].) These removed traits won't return for the rest of the run! //dark forces are fading away","icon":[8,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt29":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":562},{"name":"at11","displayName":"Ancestors trait #11 Fisher's good old luck","desc":"Every good provides 0.5% more resources from fishing.","icon":[10,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt30":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":563},{"name":"ground weapons","displayName":"Ground weapons","desc":"@all [stone weapons,Weaponry] out of basic materials such as [stone] and [stick,Wood] will be crafted 20% faster. More complex weaponry will be crafted 10% faster. All weaponry will decay 5% slower.","icon":[27,34,"magixmod"],"type":"trait","cost":{"insight":7},"category":"culture","startWith":0,"tier":7,"chance":15,"req":{"spears":true,"ground tools":false,"ground pots":false},"precededBy":["spears"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":564},{"name":"ground pots","displayName":"Ground pots","desc":"@units on modes related to [pottery] craft 20% faster. @[basket-weaving] is boosted by 10%.","icon":[28,34,"magixmod"],"type":"trait","cost":{"insight":7},"category":"culture","startWith":0,"tier":7,"chance":15,"req":{"pottery":true,"ground weapons":false,"ground tools":false},"precededBy":["pottery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":565},{"name":"consumption stability","displayName":"Consumption stability","desc":"@people's [food] consumption isn't affected by this trait in any way. @may unlock more food habit traits //What else do you need except for breakfast, lunch, and dinner? Looks like your tribe doesn't need more than a few dishes a day.","icon":[10,15,"magixmod",19,1],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":60,"req":{"tribalism":true,"joy of eating":false,"culture of moderation":false,"unstable eating habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":566},{"name":"unstable eating habits","displayName":"Unstable eating habits","desc":"@people's [food] consumption is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less but deriving less joy from eating @5% more but deriving more joy from eating <> @may unlock more food habit traits //In real human history diets, nutritional habits were also \\"fluid\\" to some extent, right?","icon":[9,15,"magixmod",8,15,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":70,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"consumption stability":false,"unstable drinking habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":567},{"name":"sharp edges","displayName":"Sharp edges","desc":"@the rate of [prison] escapes is reduced by a quarter //Ouchie!","icon":[6,16,"magixmod"],"type":"trait","cost":{"culture":100},"category":"short","startWith":0,"tier":100,"chance":200,"req":{"imprisonment II":true,"fragile bars":false},"precededBy":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":576},{"name":"fragile bars","displayName":"Fragile bars","desc":"@the rate of [prison] escapes is increased by a quarter //If these bars are made of sticks it is no wonder why they can flee just like that...","icon":[5,16,"magixmod"],"type":"trait","cost":{"culture":100},"category":"short","startWith":0,"tier":100,"chance":200,"req":{"imprisonment II":true,"sharp edges":false},"precededBy":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":577},{"name":"longer prison sentences","displayName":"Longer prison sentences","desc":"@[prisoner]s spend more time in prisons and are sentenced for longer prison penalties. @the amount of freed prisoners decreases by 40% @the amount of escaping prisoners increases by 20%","icon":[4,15,"magixmod"],"type":"trait","cost":{"culture":100},"category":"short","startWith":0,"tier":100,"chance":50,"req":{"imprisonment II":true,"shorter prison sentences":false,"CaP(light)":false},"precededBy":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":578},{"name":"shorter prison sentences","displayName":"Shorter prison sentences","desc":"@[prisoner]s spend less time in prisons and are sentenced for shorter prison penalties. @the amount of freed prisoners increases by 20% @the amount of escaping prisoners decreases by 40%","icon":[7,16,"magixmod"],"type":"trait","cost":{"culture":100},"category":"short","startWith":0,"tier":100,"chance":50,"req":{"imprisonment II":true,"longer prison sentences":false,"CaP(cruel)":false},"precededBy":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":579},{"name":"dry throats","displayName":"Dry throats","desc":"@people drink 15% less [water], but derive less joy from drinking. @may unlock more drinking habit traits //Don't drink less than 1 liter of water daily!","icon":[3,12,34,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"joy of drinking":false,"drinking stability":false,"unstable drinking habits":false,"unstable consumption habits":false,"culture of moderation":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":580},{"name":"joy of drinking","displayName":"Joy of drinking","desc":"@people drink 15% more [water], but are happier when drinking. @may unlock more drinking habit traits //Don't drink too much. About 7 liters of water can kill a human.","icon":[4,12,34,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"dry throats":false,"drinking stability":false,"unstable drinking habits":false,"joy of eating":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":581},{"name":"drinking stability","displayName":"Drinking stability","desc":"@people's drinkage isn't affected by this trait in any way. @may unlock more drinking habit traits //They simply need several cups of water per day to be happy. Just watch them, they don't need more or less.","icon":[10,15,"magixmod",34,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":60,"req":{"tribalism":true,"joy of drinking":false,"dry throats":false,"unstable drinking habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":582},{"name":"unstable drinking habits","displayName":"Unstable drinking habits","desc":"@people's drinkage is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less but deriving less joy from drinking @5% more deriving more joy from drinking <> @may unlock more drinking habit traits //In real diets, nutritional habits might also be fluid, don't you think?","icon":[9,15,"magixmod",35,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":70,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"drinking stability":false,"unstable eating habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":583},{"name":"unstable consumption habits","displayName":"Unstable consumption habits","desc":"@people's general consumption is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less but half less joy from consumption @5% more deriving tenth more joy from consumption @2.5% more and not affecting [happiness] @2.5% less and not affecting [happiness] //variety in its true form","icon":[9,15,"magixmod",36,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":250,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"drinking stability":false,"unstable eating habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":584},{"name":"branches of wisdom","displayName":"Branches of wisdom","desc":"The feeling of slowly extending knowledge is getting stronger and stronger. It feels like the [wisdom II,Wisdom tree] has so many branches that it is getting close to the amount of leaves! Suddenly this thought dissipates from your scholars, providing you: 1 extra technology choice when rolling researches, 60 [wisdom II], and 250 [wisdom]. In addition, [essential conversion tank]s become 25% faster.","icon":[26,31,"magixmod"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":25,"req":{"symbolism II":true,"leaves of wisdom":false},"precededBy":["symbolism II"],"leadsTo":["spicy foods III"],"effects":[{"type":"provide res","what":{"wisdom II":60,"wisdom":250}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":585},{"name":"art of death","displayName":"Art of death","desc":"@[corpse]s and their parts are now part of an art, creating some [culture] at the cost of [health].@Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent. //ughhh","icon":[15,6,"magixmod"],"type":"trait","cost":{"culture":25},"category":"short","startWith":0,"tier":25,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":false,"ritual necrophagy":false,"belongings preservance":false},"precededBy":["tribalism","ritualism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":586},{"name":"royal treatment","displayName":"Royal treatment","desc":"@[corpse]s are treated with full respect now, meaning people will be respectful towards them. @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.//That is glorious. Just pure glory. Treating dead bodies with royal attitude will surely make others less scared of death.","icon":[19,1,"magixmod"],"type":"trait","cost":{"culture":25},"category":"short","startWith":0,"tier":39,"chance":750,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":true,"belongings preservance":false},"precededBy":["tribalism","ritualism","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":587},{"name":"belongings preservance","displayName":"Belongings preservance","desc":"@A [corpse,Dead person's] belongings are preserved and left for the family instead of being taken for common use (unless the person didn't have one). @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.","icon":[16,6,"magixmod"],"type":"trait","cost":{"culture":25},"category":"short","startWith":0,"tier":39,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":true,"royal treatment":false,"art of death":false,"ritual necrophagy":false},"precededBy":["tribalism","ritualism","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":588},{"name":"carcass-looting","displayName":"Carcass-looting","desc":"@[gatherer]s can loot carcasses granting some [meat] and [bone]s from dead [foxes,Animals]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[21,1,"magixmod"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"scavenging":false,"active exploration":false,"dreaming":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":594},{"name":"dreaming","displayName":"Dreaming","desc":"@idle [worker]s gather [insight] with a tenth of the speed of a [dreamer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[21,2,"magixmod"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"scavenging":false,"active exploration":false,"carcass-looting":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":595},{"name":"active exploration","displayName":"Active exploration","desc":"@hired [wanderer]s gather [insight] with a 8% of the speed of a [dreamer] and gather resources with a 8% of the speed of a [gatherer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[21,3,"magixmod"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":3,"req":{"tribalism":true,"scavenging":false,"carcass-looting":false,"dreaming":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":596},{"name":"symbolic cultural colors","displayName":"Symbolic cultural colors","desc":"@another [culture] point will be refunded for every trait obtained if the trait. In addition, the amount needed for each refund is reduced to 100. Having [symbolic cultural colors] or this trait allows to get [coloral symbolism III]. @this trait is where new small but important breakthroughts have been made @Note: This trait is rather temporary and has a long lifetime, with a slight chance to become permanent.","icon":[0,35,"magixmod",35,33,"magixmod"],"type":"trait","cost":{"culture":75,"insight":10},"category":"short","startWith":0,"tier":532,"chance":125,"req":{"symbI":true,"philosophy":true,"time measuring 2/2":true,"symbolic knowledge colors":false},"precededBy":["symbI","philosophy","time measuring 2/2"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":599},{"name":"symbolic knowledge colors","displayName":"Symbolic knowledge colors","desc":"@another [insight] point can be refunded every research, and the amount needed for each refund is reduced to 100. Having [symbolic cultural colors] or this trait allows you to get [coloral symbolism III] later on. @this trait is where new small but important breakthroughts have been made @Note: This trait is rather temporary and has a long lifetime, with a slight chance to become permanent.","icon":[0,35,"magixmod",36,33,"magixmod"],"type":"trait","cost":{"culture":75,"insight":10},"category":"short","startWith":0,"tier":532,"chance":125,"req":{"symbI":true,"philosophy":true,"time measuring 2/2":true,"symbolic cultural colors":false},"precededBy":["symbI","philosophy","time measuring 2/2"],"leadsTo":["coloral symbolism III"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":600},{"name":"coloral symbolism III","displayName":"Coloral symbolism III","desc":"@[dreamer] bonus is increased by 15%. @[lawyer]s, [chieftain]s, [druid]s, [cathedral]s, and [guru]s are 20% more efficient. //","icon":[1,35,"magixmod",36,14,"magixmod"],"type":"trait","cost":{"culture II":50,"insight II":100,"science":10},"category":"knowledge","startWith":0,"tier":692,"chance":125,"req":{"doctrine of the dark wormhole 5/5":true,"symbolism":false,"symbolic knowledge colors":true},"precededBy":["doctrine of the dark wormhole 5/5","symbolic knowledge colors"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":601},{"name":"ungrateful tribe","displayName":"Ungrateful tribe","desc":"@people consume 3% less [food] and 1% less [water], but gain 25% less [happiness] from everything. ([happiness] loss is not affected.) This negative effect can be decreased by upgrading the [mausoleum].//we're getting used to it...","icon":[2,4,1,0,"magix2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":1.25,"req":{"rules of food":true},"precededBy":["rules of food"],"leadsTo":["ungrateful tribe II","tribe of eaters"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":650},{"name":"ungrateful tribe II","displayName":"Ungrateful tribe II","desc":"@people consume 3% less [food] again, but gain 10% less [happiness] from everything. ([happiness] loss is not affected.) This negative effect cannot be decreased in any way.//we're getting used to it...once more...","icon":[3,6,1,0,"magix2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":600,"req":{"ungrateful tribe":true,"sedentism":true,"tribe of eaters":false},"precededBy":["ungrateful tribe","sedentism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":651},{"name":"tribe of eaters","displayName":"Tribe of eaters","desc":"@people consume 20% more [food], but the negative effect of [ungrateful tribe] is halved.//Your tribe apologizes for being ungrateful. They know they will continue to be ungrateful, but at least they don't mind so much anymore.","icon":[0,3,4,12,24,1],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":600,"req":{"ungrateful tribe":true,"sedentism":true,"ungrateful tribe II":false},"precededBy":["ungrateful tribe","sedentism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":652},{"name":"care for nature","displayName":"Care for nature","desc":"@people now respect nature much more, and appreciate its resources @unlocks a tech related to [honey]","icon":[2,0,"magix2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":120,"req":{"cooking":true},"precededBy":["cooking"],"leadsTo":["beekeeping","salty sand II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":653},{"name":"faster understanding","displayName":"Faster understanding","desc":"Your people gain the ability to more rapidly understand and think of new technologies, decreasing their need of [insight II] when rolling researches by 40%.","icon":[18,19,"magixmod",0,0,"magix2"],"type":"trait","cost":{},"category":"knowledge","startWith":0,"tier":0,"chance":30,"req":{"physics II":true,"symbolism II":true},"precededBy":["physics II","symbolism II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":654},{"name":"drought","displayName":"Drought","desc":"@Your people are in a drought, which means that they will get 85% less [water] from [gatherer]s and 70% less from all [well] types. @In addition, [muddy water] gathering is decreased by 50%, non-magical farms become 40% slower, and [water] now decays faster (although the decay rate is based on how long the drought has lasted). @[cloudy water] will also decay faster, although slower than [water]. @However, during a drought, you may research unique technologies!","icon":[9,10,1,0,"magix2"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["careful water storage","famine","drought preparation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":655},{"name":"famine","displayName":"Famine","desc":"Your people are in a famine, which simply means that [food] will spoil much faster.","icon":[33,12,"magixmod",1,0,"magix2"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":6,"req":{"drought":true},"precededBy":["drought"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":656},{"name":"drought preparation","displayName":"Drought preparation","desc":"During droughts, your people will automatically consume 5% less [water].","icon":[33,12,"magixmod",24,1],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":25,"req":{"drought":true},"precededBy":["drought"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":657},{"name":"care for nature II","displayName":"Care for nature II","desc":"@people now respect nature even more @may result in more advanced techs","icon":[0,35,"magixmod",2,0,"magix2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":80,"req":{"faith in water":true,"beekeeping III":true},"precededBy":["faith in water","beekeeping III"],"leadsTo":["superior honey"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":658},{"name":"t6","displayName":"Ocean's Trial","desc":"You are currently in the Ocean trial.","icon":[15,0,"magix2",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["golden crafting","ocean decay I"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":659},{"name":"t5","displayName":"Fishyar's Trial","desc":"You are currently in the Unfishy trial.","icon":[25,25,"magixmod",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":660},{"name":"scientific minds","displayName":"Scientific minds","desc":"Your people have gained a deeper cultural appreciation of [science]. @With so many minds of science, your people will gain [science] extremely slowly (but based on your [culture II] amount). @provides 1 [education] and 1 [inspiration II]","icon":[3,27,"magixmod",0,0,"magix2"],"type":"trait","cost":{"culture II":5},"category":"main","startWith":0,"tier":2055,"chance":6,"req":{"eotm":true},"precededBy":["eotm"],"effects":[{"type":"provide res","what":{"inspiration II":1}},{"type":"provide res","what":{"education":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":661},{"name":"love of spice","displayName":"Love of spice","desc":"Your people love eating [spices] along with other [food], meaning that they will gain 20% more happiness when eating them! //Spicy!","icon":[20,0,"magix2",24,1],"type":"trait","cost":{"culture II":5},"category":"main","startWith":0,"tier":5,"chance":16,"req":{"spicy foods":true},"precededBy":["spicy foods"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":662},{"name":"cultural people","displayName":"Cultural people","desc":"Your tribe is growing more and more [culture II,Cultural], meaning that they have begun to think of ways to use their creativity to create more and more... @[painter]s create [painting]s and [culture II] faster @[musician]s provide a little bit of [culture II] now, just like [painter]s","icon":[38,0,"magix2"],"type":"trait","cost":{"culture II":20},"category":"main","startWith":0,"tier":20,"chance":20,"req":{"people of the arts":true,"music":true},"precededBy":["people of the arts","music"],"leadsTo":["eota","superior culture"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":663},{"name":"eota","displayName":"Evolution of the arts","desc":"Don't worry; this research won't involve as many changes as [eotm]! @from now on, you will need to use [culture II] to roll or reroll new technologies @more techs will be avaliable @although these new techs will cost a lot of [culture II], [the outstander]s will be able to provide some [inspiration II] now","icon":[39,0,"magix2"],"type":"trait","cost":{"culture II":30},"category":"main","startWith":0,"tier":50,"chance":40,"req":{"cultural people":true,"music instruments":true},"precededBy":["cultural people","music instruments"],"leadsTo":["passionate artistry","mentors of nature III","prospecting IV"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":664}],"descriptions":{"name":"The identifier name of the thing","displayName":"The displayed name of the thing, which will be used instead of the identifier name","type":"The type of item that the thing was","tier":"The tier of the thing","visible":"Determines if the thing is visible by default","icon":"What icons to use and with multiple options and custom sprite sheet options","civ":"The civilization type for the achievement","special":"A special category that the achievement fits into","plural":"Determines if an achievement states how many times it has been achieved","names":"The names of the type of land that could be used","goods":"The goods that can be found in this land","res":"What resources can be harvested from those goods","mult":"The harvesting multiplier for a specific good","image":"The image to use for the land","ocean":"Determines if the land is ocean","score":"The score for the land. A higher score means that it is more suitable for living","desc":"The description for the thing","hidden":"If the thing is hidden by default","category":"What category the thing fits in","startWith":"How many of that thing you start with","colorGood":"The color to use when you hover over the resource and text appears showing you how you gained a certain amount of it and how much of it you earned. Defaults to #888888 if not defined","colorBad":"The color to use when you hover over the resource and text appears showing you how you lost a certain amount of it and how much of it you lost. Defaults to #888888 if not defined","fractional":"Determines if when gaining or losing the resource, the amount gained or lost is not randomly rounded using the randomFloor function","turnToByContext":"What happens when this resource is consumed","meta":"If this resource contains other resources within","tick":"What happens when a tick occurs; is a function","getDisplayAmount":"Gets how the resource is displayed; is a function","getIcon":"Gets how the thing is displayed; is a function","partOf":"What this resource is considered a part of, not the category displayed","subRes":"The subresources of a specific resource, if it exists","wonder":"The identifier of the achievment to gain upon completing the wonder if the unit is a wonder","wideIcon":"The wide icon for a wonder","threexthreeIcon":"The large three-by-three icon of a seasonal wonder","cost":"How much the thing costs to get","costPerStep":"How much each step of the wonder will cost","steps":"The number of steps for the wonder","messageOnStart":"The message to write upon starting to build the wonder","finalStepCost":"The cost of the final step of the wonder","finalStepDesc":"The message to write upon needing to complete the final step of the wonder","use":"How much this thing uses","req":"The requirements to unlock this thing","modes":"The modes that can be used for this thing","gizmos":"Determines if gizmos are shown","limitPer":"The limit for a specific item","upkeep":"The amount of upkeep that the unit requires","startMode":"The starting mode of the thing","effectsOff":"What to do when the policy is disabled","effects":"Various effects. Some effects may be functions or require specific contexts","tutorialMesg":"The message to write upon getting the technology","chance":"The chance of the trait or technology being selected","id":"The ID value of the thing","mod":"The link of the mod that was used to create the thing","precededBy":"What the thing requires to obtain","leadsTo":"What the thing leads to when obtained"},"sheets":{"magixmod":"https://file.garden/Xbm-ilapeDSxWf1b/MaGiXmOdB4Ta.png","magix2":"https://file.garden/ZmatEHzFI2_QBuAF/magix2.png?v=2.2","seasonal":"https://file.garden/Xbm-ilapeDSxWf1b/seasonalMagix.png","c2":"https://file.garden/Xbm-ilapeDSxWf1b/CiV2IconSheet.png","terrain":"https://file.garden/Xbm-ilapeDSxWf1b/terrainMagix.png"}}`) -const civ2Object = JSON.parse(`{"achievements":[{"name":"mausoleum","displayName":"Mausoleum","desc":"You have been laid to rest in the Mausoleum, an ancient monument made out of stone that takes root in archaic religious thought.","tier":1,"visible":true,"icon":[1,14],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":900},{"type":"addFastTicksOnResearch","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":0},{"name":"heavenly","displayName":"Heavenly","desc":"Finish the Temple of Deities wonder.
    Note: You won't need to ascend. //Unlike Babel's story, languages weren't swapped by any God or Gods.","tier":2,"visible":true,"icon":[1,11,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":1},{"name":"deadly, revenantic","displayName":"Deadly, revenantic","desc":"You escaped and your soul got escorted right into the dangerous Underworld...you may discover it at some point.","tier":2,"visible":true,"icon":[1,16,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":2},{"name":"sacrificed for culture","displayName":"Sacrificed for culture","desc":"You sacrificed yourself in the name of Culture. That choice made your previous people more inspired and filled with strong artistic powers! It made big profits and they may get on much a higher cultural level since now. They will miss you, but you will get +3 culture and inspiration at the start of new runs!","tier":1,"visible":true,"icon":[6,12,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":3},{"name":"democration","displayName":"Democration","desc":"You rested in peace inside the Pagoda of Democracy's tombs. Your glorious rest made your previous civilization live in the laws of justice forever. They will miss you. But this provides an additional +1 influence & authority at the start of new runs! Also, you will get the [policies] trait immediately.","tier":1,"visible":true,"icon":[6,13,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":4},{"name":"insight-ly","displayName":"Insight-ly","desc":"You sacrificed your soul for the Dreamer's Orb. That choice was unexpectable but glorious. It made dreamers more acknowledged and people got much smarter by sacrifice of yours. They will miss you. But this made a profit...providing +6 insight and +6% dreamer speed at the start of new runs!","tier":1,"visible":true,"icon":[1,17,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":5},{"name":"in the underworld","displayName":"In the underworld","desc":"You sent your soul to the Underworld, leaving your body, which started to decay quickly. But...
  • If you have Sacrificed for culture, Insight-ly, and Democration, you will start new runs with someone new: [adult,The Underworld's Ascendant]! (To open the Underworld, you will need to obtain Deadly, revenantic as well.)","tier":2,"visible":true,"icon":[9,5,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":15}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":6},{"name":"mausoleum eternal","displayName":"Mausoleum eternal","desc":"You have been laid to rest many times in the Mausoleum, an ancient monument made out of stone which involves archaic religious thought. Thanks to you, it has become an unforgettable historical monument. Evolve the Mausoleum to stage 10/10, then ascend by it for the 11th time to obtain some massive bonuses!
  • ","tier":3,"visible":true,"icon":[28,20,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":2000},{"type":"addFastTicksOnResearch","amount":175}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":7},{"name":"level up","displayName":"Level up","desc":"Obtain the Evolution of the minds trait during a legacy! This trait unlocks the second tier of Essentials, which are required for further researches.","tier":2,"visible":true,"icon":[25,19,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":8},{"name":"wild tribe","displayName":"Wild tribe","desc":"Manage to get 1k [population,people] in one legacy.","tier":"population","visible":true,"icon":[36,31,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":9},{"name":"how to, spear?","displayName":"How to, spear?","desc":"Get 20 or more technologies in a single legacy for the human race.//Baby steps behind us...","tier":"tech","visible":true,"icon":[14,33,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":10},{"name":"lucky 9","displayName":"Lucky 9","desc":"Obtain the Devil's trait #9.","tier":2,"visible":true,"icon":[26,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":11},{"name":"traitsman","displayName":"Traitsman","desc":"Make your tribe attract a total of 30 traits and knowledges.","tier":"trait","visible":true,"icon":[26,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":12},{"name":"extremely smart","displayName":"Extremely smart","desc":"Get your Insight II equal to your Wisdom II! It may be a bit harder than you think...","tier":3,"visible":true,"icon":[27,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":1000},{"type":"addFastTicksOnResearch","amount":100}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":13},{"name":"experienced","displayName":"Experienced","desc":"To get this achievement you need to complete the other achievements in this tier, along with the Apprentice achievement. @Achievement bonus: +100 [fruit]s at the start of new runs!","tier":1,"visible":true,"icon":[29,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":100},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":14},{"name":"smart","displayName":"Smart","desc":"To get this achievement you need to complete the other achievements in this tier. @Achievement bonus: [house,Houses/Brick houses], [hovel]s, [hut]s, and [branch shelter,Branch/mud shelders] will use less [land] in new runs.","tier":2,"visible":true,"icon":[29,22,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":15},{"name":"man of essences","displayName":"Man of essences","desc":"Obtain the Magic adept trait by getting 2.1M magical essences! //Obtaining it may unlock a new wonder.","tier":3,"visible":true,"icon":[12,22,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":40}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":16},{"name":"magical","displayName":"Magical","desc":"Construct the Fortress of Magicians, a rather...magical wonder. //This achievement will: @unlock a new theme @increase the effect of Wizard towers by 5% without increasing their upkeep cost //This achievement will unlock you some technologies further down the line such as more advanced hunting and fishing.","tier":3,"visible":true,"icon":[10,22,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":15}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":17},{"name":"apprentice","displayName":"Apprentice","desc":"Get 100 or more technologies in a single legacy for the human race.","tier":"tech","visible":true,"icon":[23,21,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":18},{"name":"3rd party","displayName":"3rd party","desc":"Play Magix along with some other mod. //Note: You will gain this achievement only if you install a separate mod at the start of the game. //This achievement does not provide any boosts and is not required for anything.","tier":1,"visible":true,"icon":[23,24,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":19},{"name":"patience","displayName":"Patience","desc":"Complete Chra-nos' trial for the first time. Your determination led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[4,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":20},{"name":"unhappy","displayName":"Unhappy","desc":"Complete Bersaria's trial for the first time. Your calmness in difficult situations led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[7,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":21},{"name":"cultural","displayName":"Cultural","desc":"Complete Tu-ria's trial for the first time. Your artistic and unique thinking led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[19,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":22},{"name":"hunted","displayName":"Hunted","desc":"Complete Hartar's trial for the first time. Becoming hunting masters and showing 'em what bravery truly is led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[25,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":23},{"name":"unfishy","displayName":"Unfishy","desc":"Complete Fishyar's trial for the first time. Making people trust fish a little more led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[22,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":24},{"name":"ocean","displayName":"Ocean","desc":"Complete Posi'zul's trial for the first time. Living near an endless ocean is not impossible, and you are able to prove it! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[2,25,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":25},{"name":"herbalism","displayName":"Herbalism","desc":"Complete Herbalia's trial for the first time. Herbs are not that bad! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[13,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":26},{"name":"buried","displayName":"Buried","desc":"Complete Buri'o dak 's trial for the first and the last time. Death lurks everywhere but coming to terms with it may be the best way to move forward...","tier":4,"visible":true,"icon":[1,26,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":27},{"name":"underground","displayName":"Underground","desc":"Complete Moai's trial for the first time. Stones lead to victory! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[16,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":28},{"name":"pocket","displayName":"Pocket","desc":"Complete Mamuun's trial for the first time. Seems like you have gotten trading skills! This can lead to victory. //Complete this trial again to gain extra Victory Points. It also increases the bonus of this trial.","tier":4,"visible":true,"icon":[10,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":29},{"name":"faithful","displayName":"Faithful","desc":"Complete Enlightened's trial for the first time. Belief and faith is everything. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[1,27,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":30},{"name":"dreamy","displayName":"Dreamy","desc":"Complete Okar the Seer's trial for the first time. Knowledge will eventually lead to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[28,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":31},{"name":"next to the God","displayName":"Next to the deities","desc":"Ascend by the Temple of the Paradise/Ancestors...You managed to be very close to the Deity. But this step will make it easier. Because you had to sacrifice so much time reaching that far, this achievement has plenty of rewards. Here are the rewards you will get for it: @the chances for Culture of the before/afterlife and God's/Ancestors call will be all be tripled @various other traits have a higher chance of being gained @you will start new runs with +1 [faith] and [spirituality] <>You will also unlock the Pantheon upon building this wonder again! (Nope, you won't need to ascend once more by it, just complete it and buy the tech that it will unlock...) @This achievement unlocks you 3 new themes!","tier":3,"visible":true,"icon":[1,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":250},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":32},{"name":"the first choice","displayName":"The first choice","desc":"Spend all your Worship points for the first time to pick Seraphins that your people will worship.","tier":3,"visible":true,"icon":[11,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":100}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":33},{"name":"trait-or","displayName":"Trait-or","desc":"Manage your wonderful tribe to adopt 50 total traits and knowledges.","tier":"trait","visible":true,"icon":[12,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":34},{"name":"not so pious people","displayName":"Not so pious people","desc":"Get: @2 traits that will lower your [faith] income @Also, choose a Seraphin that decreases [faith] income as well. To make this achievement possible, Devil's trait #13 is not required.","tier":3,"visible":true,"icon":[32,26,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":90}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":35},{"name":"talented?","displayName":"Talented?","desc":"To get this achievement you need to complete the other achievements in this tier. @Achievement bonus: All crafting units that use land in the primary world will now use less land. In addition, this bonus applies to Wells, Farms, Filters and Crematoriums. @You also gain 1 extra technology choice when rolling researches.","tier":3,"visible":true,"icon":[32,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":200},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":36},{"name":"lands of despair","displayName":"Lands of despair","desc":"Find the Dead forest biome on your world map. This is the rarest biome in the whole mod and is generally the most hostile biome that can exist on this world.","tier":5,"visible":true,"icon":[1,29,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":200},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":37},{"name":"rising star","displayName":"Rising star","desc":"Manage to get 10k [population,people] in one legacy. //Keep it up!","tier":"population","visible":true,"icon":[36,30,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":38},{"name":"when while becomes eternity","displayName":"When while becomes eternity","desc":"Be lucky (or unlucky) enough to make one of the temporary traits become permanent. Note: not every temporary trait has a chance to become permanent!","tier":5,"visible":true,"icon":[34,17,"magixmod",24,1],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":200}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":39},{"name":"xmas buff","displayName":"Xmas buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":40},{"name":"god complex","displayName":"God complex","desc":"Declare yourself as one of the famous ones and get punished for that. @Note: usurpers get -0% [happiness] until they change their name.","tier":0,"visible":false,"icon":[35,5,"magixmod"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":30}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":41},{"name":"it's over 9000","displayName":"It's over 9000","desc":"What?! 9000?! There is no way that can be right.","tier":0,"visible":false,"icon":[35,10,"magixmod"],"civ":"overall","special":"shadow","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":42},{"name":"just plain lucky","displayName":"Just plain lucky","desc":"Every in-game day you have a 1 in 1,777,777 chance to get this achievement.","tier":0,"visible":false,"icon":[34,10,"magixmod"],"civ":"overall","special":"shadow","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":43},{"name":"cruel goal","displayName":"Cruel goal","desc":"Don't ya think that was very, very cruel? Murdering the root full of hope for the future? @Get your [mausoleum] to at least Level 4 and sacrifice your civilization fully just to finish the final step.","tier":0,"visible":false,"icon":[34,8,"magixmod"],"civ":0,"special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":44},{"name":"that was so brutal","displayName":"That was so brutal","desc":"Oh my goodness! Murdering the root full of hope for future once AGAIN? And with more cruelty than before?! // Sacrifice all of your people to one of following wonders: @[pagoda of passing time] @[pagoda of culture] @[hartar's statue] @[pagoda of democracy] @[fortress of cultural legacy] @[complex of dreamers] @[fortress of magicians] @[platinum fish statue] @[tomb of oceans] @[the Herboleum] @[temple of the Stone] @[Mausoleum of the Dreamer] //You need to have the Cruel goal shadow achievement first to get this shadow achievement.","tier":0,"visible":false,"icon":[35,8,"magixmod"],"civ":0,"special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":45},{"name":"speedresearcher","displayName":"Speedresearcher","desc":"Get at least 60 techs within the first 10 minutes of a legacy.","tier":0,"visible":false,"icon":[35,7,"magixmod"],"civ":0,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":46},{"name":"speedresearcher II","displayName":"Speedresearcher II","desc":"Get at least 100 techs within the first 10 minutes of a legacy.","tier":0,"visible":false,"icon":[35,6,"magixmod"],"civ":0,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":47},{"name":"eternal moments","displayName":"Eternal moments","desc":"Be lucky (or unlucky) enough to make one of the temporary traits become permanent while playing the elf race. Note: not every temporary trait has a chance to become permanent!","tier":5,"visible":true,"icon":[34,17,"magixmod",24,1,"c2"],"civ":1,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":200}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":48},{"name":"starting type","displayName":"Starting type","tier":0,"visible":false,"icon":[1,0,"magixmod"],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":49},{"name":"man o' trait","displayName":"Man o' trait","desc":"Manage your fantastic tribe and get a total of 70 traits and knowledges.","tier":"trait","visible":true,"icon":[35,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":70},{"type":"addFastTicksOnResearch","amount":2}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":50},{"name":"in the shadows","displayName":"In the shadows","desc":"Obtain 1 shadow achievement for the human race.","tier":2,"visible":true,"icon":[34,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":70},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":51},{"name":"capital of christmas","displayName":"Capital of christmas","desc":"Finish the rather nice [wonderful fortress of christmas], which lets you unlock a special buff that lasts only during Christmas and the 7 runs/legacies after [the christmas,Christmas] ends. Merry Christmas!","tier":0,"visible":false,"icon":[1,12,"seasonal"],"civ":0,"special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":52},{"name":"valentine buff","displayName":"Valentine buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":53},{"name":"love for eternity","displayName":"Love for eternity","desc":"Finish the [fortress of love]. //You don't have to ascend by this wonder. Also, this fortress is a place where no lie or cheating ever happens...just simple love and respect. //Symbolically constructed in Paradise. @Bonus: from some sources, you gain 20% more [love] points.","tier":0,"visible":false,"icon":[1,15,"seasonal"],"civ":0,"special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":54},{"name":"so adorable","displayName":"So adorable","desc":"Reach [love] Level 10 during the Valentines event.","tier":2,"visible":false,"icon":[8,15,"seasonal",14,17,"seasonal"],"civ":"overall","special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":55},{"name":"obsessed?","displayName":"Obsessed?","desc":"Reach [love] Level 15 during the Valentines event. //This is probably obsession...","tier":2,"visible":false,"icon":[9,15,"seasonal",16,17,"seasonal"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10},{"type":"pressure","amount":1000}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":56},{"name":"wondersDuringRun","displayName":"WondersDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":57},{"name":"mostPeopleDuringRun","displayName":"MostPeopleDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":58},{"name":"mostElvesDuringRun","displayName":"MostElvesDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":59},{"name":"mostElvesLand","displayName":"MostElvesLand","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":60},{"name":"mostPeopleLand","displayName":"MostPeopleLand","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":61},{"name":"???","displayName":"???","desc":"???","tier":5,"visible":true,"icon":[0,0,0,0,"magix2"],"civ":0,"special":"none","plural":false,"effects":[{"type":"wholenewworld"}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":62},{"name":"the fortress","displayName":"The fortress","desc":"You have been laid to rest in The Fortress, an ancient monument made out of stone that was built in the middle of the forest the purpose of which takes root in archaic elven religious thought.","tier":1,"visible":true,"icon":[1,14,"c2"],"civ":1,"special":"c2","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":100},{"type":"addFastTicksOnResearch2","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":63},{"name":"fortress eternal","displayName":"Fortress eternal","desc":"You have been laid to rest in The Fortress several times. After each time, the Fortress grew bigger and bigger. Evolve the Fortress to 10/10 to get this achievement. Bonuses: @[belief in the afterlife] chance is doubled for the second civilization. @You also gain +1 Insight for the human race at the very start.","tier":2,"visible":true,"icon":[1,24,"c2"],"civ":1,"special":"c2","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":400},{"type":"addFastTicksOnResearch2","amount":50},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":64},{"name":"first overcome","displayName":"First overcome","desc":"Manage to get a tribe of 1k [population,Elves]. //Congrats for dealing with our first problems!","tier":"population","visible":true,"icon":[32,8,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":65},{"name":"pressed progress","displayName":"Pressed progress","desc":"Manage to get a tribe of 10k [population,Elves]. //gg bro :p","tier":"population","visible":true,"icon":[32,9,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":66},{"name":"the moral press","displayName":"The moral press","desc":"Push Pressure enough to be capable of having 25k [population,Elves]. //You know that pressure also affects your production efficiency. But...do you even care about it?","tier":"population","visible":true,"icon":[32,10,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":250}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":67},{"name":"pressure vaccine","displayName":"Pressure vaccine","desc":"Push Pressure enough to be capable of having 85k [population,Elves]. //Don't get too excited...","tier":"population","visible":true,"icon":[32,11,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":450}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":68},{"name":"pressure wiper","displayName":"Pressure wiper","desc":"Push Pressure enough to be capable of having 175k [population,Elves]. //Do you really feel THAT pressured to remove Pressure?","tier":"population","visible":true,"icon":[32,12,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":770}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":69},{"name":"pressure purgator","displayName":"Pressure purgator","desc":"Push Pressure enough to be capable of having 300k [population,Elves]. //Now go for 1M...a bajillion years later","tier":"population","visible":true,"icon":[32,13,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":1250}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":70},{"name":"limit reached","displayName":"Limit reached","desc":"Use up all the Pressure resistance for the first time. //@Note: you will need to have Pressure resistance at a minimum of level 1000 to get this.","tier":1,"visible":true,"icon":[32,14,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":71},{"name":"progressive city","displayName":"Progressive city","desc":"Manage to get 150k [population,people] in one run.","tier":"population","visible":true,"icon":[36,29,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":72},{"name":"metropoly","displayName":"Metropoly","desc":"Manage to get 500k [population,people] in one run.","tier":"population","visible":true,"icon":[25,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":25},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":73},{"name":"a huge city made of the smaller cities","displayName":"A huge city made of the smaller cities","desc":"Manage to get 1M [population,people] in one run. //Unbelievable...","tier":"population","visible":true,"icon":[35,27,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":25},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":74},{"name":"first glory","displayName":"First glory","desc":"Ascend for the first time while playing with the human race. //If you rebirth, you will encounter a new adventure!","tier":1,"visible":true,"icon":[36,28,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":75},{"name":"druidish heart","displayName":"Druidish heart","desc":"Ascend for the first time while playing with the elf race. //If you rebirth, you may encounter a new adventure...like, one more time, right?","tier":1,"visible":true,"icon":[32,15,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":76},{"name":"In the shadows","displayName":"In the shadows","desc":"Obtain 1 shadow achievement for the elf race.","tier":2,"visible":true,"icon":[32,16,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"addFastTicksOnStart2","amount":70},{"type":"addFastTicksOnResearch2","amount":2},{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":77},{"name":"pickedCiv","displayName":"PickedCiv","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":78},{"name":"here you 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substrate"},{"type":"stone monolith","amount":2},{"type":"dead tree","amount":0.1},{"type":["vfb1","vfb2","vfb3","vfb5"],"chance":0.1,"min":0.1,"max":0.45},{"type":["vfb2","vfb3","vfb5"],"chance":0.1,"min":0.1,"max":0.45},{"type":"freshwater","amount":0.5},{"type":["boars","furoxes"],"chance":0.2,"min":0.1,"max":0.45},{"type":"stortle","min":0.1,"max":0.4},{"type":"grass","chance":0.3,"min":0.06,"max":0.2},{"type":"wild bugs","min":0.05,"max":0.2}],"icon":[0,0],"image":26,"score":3.4,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"deadlands","displayName":"Deadlands","names":["Voidlands","Lands'o despair","Deadlands","Steppe of death"],"goods":[{"type":"dead rocky substrate"}],"icon":[0,0],"image":47,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"shroomest","displayName":"Shroomest","names":["Land 'o mushroom","Shroomest","Shroomland","Shroomwoods"],"goods":[{"type":["big shrooms"],"min":2,"max":3},{"type":"forest mushrooms","min":0.4,"max":1},{"type":"grass","min":0.7,"max":1},{"type":["furoxes"],"chance":0.4,"amount":0.2},{"type":["firestoats"],"chance":0.5,"min":0.3,"max":0.6},{"type":"wild bugs","min":0.4,"max":1.2},{"type":"freshwater fish","chance":0.07,"min":0.03,"max":0.2},{"type":["freshwater","mudwater"],"min":0.8,"max":1.2},{"type":"rocky substrate"}],"icon":[0,0],"image":49,"score":7,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"flowery prairie","displayName":"Flowery prairie","names":["Prairie","Grassland","Plain","Steppe","Meadow"],"goods":[{"type":["oakloo","burchinn"],"chance":1,"min":0.1,"max":0.2},{"type":["berry bush","wild bush"],"chance":0.9},{"type":"grass","amount":2},{"type":["wild bunnittias","firestoats"],"chance":0.9},{"type":["vfb1","vfb2"],"chance":1,"min":0.2,"max":1.2},{"type":["vfb3","vfb4"],"chance":0.9,"min":0.2,"max":1.2},{"type":["vfb5"],"chance":0.8,"min":0.1,"max":0.6},{"type":["wolvoes","bears"],"chance":0.2,"amount":0.5},{"type":["mosseer"],"chance":0.2,"amount":0.2},{"type":"wild bugs"},{"type":"freshwater fish","chance":0.8,"min":0.1,"max":0.5},{"type":"freshwater","amount":1},{"type":["lush rocky substrate","rocky substrate"]}],"icon":[0,0],"image":42,"score":10,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"ominous woods","displayName":"Ominous woods","names":["Ominous woods","Omilands","Owoods","Darklands","Dark meadow"],"goods":[{"type":["ominous tree"],"chance":1,"min":0.4,"max":1},{"type":"berry bush","chance":0.8},{"type":"ominous grass","amount":2},{"type":["wild bunnittias","firestoats"],"chance":0.1},{"type":["furoxes"],"chance":0.5,"min":0.2,"max":0.4},{"type":["vfb1","vfb2"],"chance":0.2,"min":0.1,"max":0.3},{"type":["wolvoes","omars"],"chance":0.2,"min":0.2,"max":0.4},{"type":["omieer"],"chance":0.2,"min":0.2,"max":0.4},{"type":"wild bugs"},{"type":"freshwater fish","chance":0.8,"min":0.15,"max":0.42},{"type":"freshwater","min":0.5,"max":1.05},{"type":"dead rocky substrate"}],"icon":[0,0],"image":51,"score":4,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23}],"goods":[{"name":"grass","displayName":"Grass","desc":"[grass] is a good source of [herb]s; you may also occasionally find some [fruit]s and [stick]s while foraging.","res":{"gather":{"herb":10,"fruit":0.5,"stick":0.4}},"icon":[11,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"oakloo","displayName":"Oakloo","desc":"The [oakloo] is a mighty tree with dark wood that thrives in temperate climates (non-autumnal forests), rich in [log]s and [stick]s. It can rarely be found in other biomes.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[18,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"autumnal oakloo","displayName":"Autumnal oakloo","desc":"The [autumnal oakloo] is a mighty tree with dark wood that thrives in temperate climates, rich in [log]s and [stick]s. It can rarely be found in other biomes. This kind of [autumnal oakloo,Oakloo] only appears in autumnal forests where trees grow unique colours of autumn every time spring starts.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[3,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"burchinn","displayName":"Burchinn","desc":"[burchinn,Burchinn trees] have a white and slightly green bark and are rather frail, but are a good source of [log]s and [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[21,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"autumnal burchinn","displayName":"Autumnal burchinn","desc":"[autumnal burchinn,Autumnal burchinn trees] have white and slightly green bark and are rather frail, but are a good source of [log]s and [stick]s. This kind of [autumnal burchinn,Burchinn] only appears in autumnal forests where trees grow in autumnal colours every time spring starts.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[5,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"maploa tree","displayName":"Maploa tree","desc":"The [maploa tree] is a red and mighty maple tree that thrives in some temperate climates. These trees are rich in [log]s and [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[7,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"palm tree","displayName":"Palm tree","desc":"[palm tree]s prefer warm climates and provide [log]s when chopped; harvesting them may also yield [stick]s and delicious [fruit] of various kinds.","res":{"chop":{"log":1,"stick":3},"gather":{"fruit":0.3,"stick":1}},"icon":[14,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"palmacia tree","displayName":"Palmacia tree","desc":"All [palmacia tree]s prefer warm and dry climates and provide [log]s when chopped. Harvesting them can yield [stick]s and rather strange [jungle fruits].","res":{"chop":{"log":1,"stick":3},"gather":{"fruit":0.1,"stick":1}},"icon":[13,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"cracacia","displayName":"Cracacia","desc":"The [cracacia,Cracacia tree] tends to grow in warm, dry climates, and can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[19,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"ver tree","displayName":"Ver tree","desc":"[ver tree]s can handle cold climates and keep their needles all year along; they can provide [log]s and [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[15,14,"c2"],"mult":4.6,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"pine tree","displayName":"Pine tree","desc":"[pine tree]s are tall and can easily handle cold climates and keep their needles all year along; they can provide [log]s and [stick]s. //Can be found in some ice deserts and in the Firreal woods, along with other conifers.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[16,14,"c2"],"mult":4.6,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"confern tree","displayName":"Confern tree","desc":"[confern tree]s are tall and can easily handle cold climates and keep their needles all year along; they can provide [log]s and [stick]s. //Can be found in some tundras and in the Firreal woods, along with other conifers.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[17,14,"c2"],"mult":4.6,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"dead tree","displayName":"Dead tree","desc":"While an ornery and sad sight, [dead tree]s are an adequate source of dry [log]s and [stick]s.","res":{"chop":{"log":1,"stick":2},"gather":{"stick":0.5}},"icon":[9,10],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"berry bush","displayName":"Berry bush","desc":"[berry bush,Berry bushes] can be foraged for [fruit]s, [stick]s, and the occasional [herb].","res":{"gather":{"fruit":3,"stick":0.5,"herb":0.25}},"icon":[3,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"wild bush","displayName":"Wild bush","desc":"[wild bush,Wild bushes] can be foraged for [vegetable]s, [stick]s, and sometimes [herb]s.","res":{"gather":{"vegetable":3,"stick":0.5}},"icon":[18,17,"c2"],"mult":10,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"forest mushrooms","displayName":"Forest mushrooms","desc":"[forest mushrooms] grow in the penumbra of the underbrush, and yield all sorts of interesting [herb]s. They also have multiple unique styles that are quite fascinating.","res":{"gather":{"herb":4}},"icon":[4,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"big warped shrooms","displayName":"Big warped shrooms","desc":"[big warped shrooms] are a variety of [big shrooms] that can be found in Shroomest. //This variety can only be met in Warplands. Will yield [herb]s and easily harvested [spoiled food]. Can be chopped for its stem that can be later used to make a building material.","res":{"gather":{"herb":1,"spoiled food":4},"chop":{"shroom stem":0.3333333333333333}},"icon":[8,14,"c2"],"mult":4.7,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"big shrooms","displayName":"Big shrooms","desc":"[big shrooms] can be found in Shroomests//These tall shrooms can be gathered for some [herb] and [spoiled food] and chopped for its stem that can be later used to fabricate it into a building material.","res":{"gather":{"herb":4},"chop":{"shroom stem":0.3333333333333333}},"icon":[9,14,"c2"],"mult":8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"succulents","displayName":"Succulents","desc":"Hardy cacti that grow in the desert. While tricky to harvest, [succulents] can provide [herb]s and [fruit]s.","res":{"gather":{"fruit":1,"herb":3}},"icon":[12,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"jungle fruits","displayName":"Jungle fruits","desc":"[jungle fruits] come in all shapes, colors and sizes, and will yield [fruit]s and [herb]s to those who forage them.","res":{"gather":{"fruit":2,"herb":1}},"icon":[13,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"wild bunnittias","displayName":"Wild bunnittias","desc":"[wild bunnittias] are cute but quick and hard to catch, and yield a little [meat], [bone] and [hide]. They like to hide in bushes and escape right into dense bushes.//Carcasses can sometimes be gathered for some [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2,"hide":0.2}},"icon":[3,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"firestoats","displayName":"Firestoats","desc":"Besides being a source of high-quality [hide,Furs], these mammals have eyes that can glow in the darkness. During the night small, these animals could provide a small amount of light for your tribe and are a source of [meat] and [bone]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2,"hide":1}},"icon":[4,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"koolas","displayName":"Koolas","desc":"While they are placid leaf-eaters with cute pink noses, these tree-dwelling mammals have been rumored to drop down on unsuspecting passersby. [koolas] tend prefer dense jungles and may be spotted occasionally in other areas. They can be hunted for [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2,"hide":0.2}},"icon":[6,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"mosseer","displayName":"Mosseer","desc":"Forest herbivores that live in herds which settle in dense forests; good source of [meat], [bone]s and [hide]s.//Their carcasses can rarely be gathered for [spoiled food] as well as they provide better [meat]s.","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":4,"bone":1,"hide":0.4}},"icon":[7,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"omieer","displayName":"Omieer","desc":"Ominous variety of [mosseer]s. //Purple herbivores that live in dense forests; good source of [meat], [bone]s and [hide]s.//Their carcasses can rarely be gathered for [spoiled food] as well as they provide better [hide]s.","res":{"gather":{"spoiled food":0.7},"hunt":{"meat":3,"bone":1,"hide":0.6}},"icon":[8,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"bears","displayName":"Bears","desc":"Large omnivorous mammals that hibernate in cold seasons; fearsome in battle. Bears are a great source of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1,"hide":0.9}},"icon":[9,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"omars","displayName":"Omars","desc":"Ominous variety of [bears]. //Large dark omnivorous mammals that hibernate in cold seasons; fearsome in battle. These animals will provide plenty of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for large amounts of [spoiled food].","res":{"gather":{"spoiled food":1.5},"hunt":{"meat":3.9,"bone":1,"hide":1.1}},"icon":[15,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"polar bears","displayName":"Polar bears","desc":"Large omnivorous mammals that live in snowy regions; fierce hunters. These animals will give plenty of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1,"hide":1}},"icon":[13,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"boars","displayName":"Boars","desc":"Omnivorous mammals armed with tusks; provide [meat], [bone]s and [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":3,"bone":1,"hide":0.5}},"icon":[14,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"furoxes","displayName":"Furoxes","desc":"These sly hunters have soft fur and can be butchered for [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2,"hide":0.5}},"icon":[10,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"colfoxes","displayName":"Colfoxes","desc":"Arctic variant of [furoxes]. //These animals can be butchered for [meat], [bone]s and [hide]s.//Their carcasses, however, cannot be gathered for [spoiled food].","res":{"hunt":{"meat":2,"bone":0.2,"hide":0.5}},"icon":[17,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"wolvoes","displayName":"Wolvoes","desc":"Ferocious carnivores that tend to hunt in packs; a dangerous source of [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":3,"bone":0.5,"hide":0.5}},"icon":[11,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"ocealoes","displayName":"Ocealoes","desc":"Carnivorous semi-aquatic mammal with long tail. Can be rather found in sea than on land; provides [meat], [bone]s and [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":3,"bone":0.6,"hide":0.4}},"icon":[7,18,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"wild bugs","displayName":"Bugs","desc":"[wild bugs,Bugs] are ubiquitious and plentiful.","res":{"gather":{"bugs":2}},"icon":[12,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"saltwater fish","displayName":"Saltwater fish","desc":"[saltwater fish] are of every size and color.//A source of [seafood].","res":{"gather":{"seafood":0.03},"fish":{"seafood":3}},"icon":[3,18,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"freshwater fish","displayName":"Freshwater fish","desc":"[freshwater fish] live in streams and rivers.//A source of [seafood].","res":{"gather":{"seafood":0.03},"fish":{"seafood":3}},"icon":[5,18,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"stortle","displayName":"Stortle","desc":"A turtle with a hard shell on its top. These animals may only be found in the Stonelands.","res":{"gather":{"meat":0.5},"hunt":{"meat":0.5}},"icon":[16,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"crabs","displayName":"Crabs","desc":"Skittish crustaceans that walk sideways.//A source of [seafood].","res":{"gather":{"seafood":0.1},"fish":{"seafood":2}},"icon":[0,0],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"stone monolith","displayName":"Stone monolith","desc":"[stone monolith]s are exclusively in Stoney deserts and Stonelands.//These may be mined for extra [limestone] and [stone]. //May provide [olivnum ore] in very rare circumstances.","res":{"mine":{"stone":0.3,"limestone":0.02,"olivnum ore":0.002}},"icon":[12,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"rocky substrate","displayName":"Rocky substrate","desc":"A [rocky substrate] is found underneath terrain with moderate temperature and humidity.//Surface [stone]s may be gathered by hand.//Digging often produces [mire], more [stone]s, and occasionally [olivnum ore,Ores] and [clay].//Mining provides the best results, outputting a variety of [stone]s, rare [greenold ore,Ores], and precious [gems].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mire":2,"clay":0.15,"stone":0.6,"berrylium ore":0.007,"olivnum ore":0.001,"tin ore":0.008,"limestone":0.1,"salt":0.051},"mine":{"stone":0.3,"olivnum ore":0.085,"tin ore":0.085,"iron ore":0.04,"greenold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.003},"quarry":{"cut stone":0.7,"limestone":0.5,"fazble":0.01}},"icon":[3,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"warm rocky substrate","displayName":"Warm rocky substrate","desc":"A [warm rocky substrate] is found underneath biomes with warm temperature and low humidity.//Surface [stone]s may be gathered by hand.//This soil contains low amounts of [clay] and negligible amounts of [mire], more [stone]s and occasionally [olivnum ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, more common [greenold ore] and [salt], but less precious [gems].//Quarrying underneath here provides less [fazble].","res":{"gather":{"stone":0.2,"clay":0.002,"limestone":0.003},"dig":{"mire":0.1,"clay":0.3,"stone":0.6,"berrylium ore":0.008,"tin ore":0.008,"limestone":0.1,"salt":0.051,"sand":0.00001},"mine":{"stone":0.8,"olivnum ore":0.01,"tin ore":0.08,"iron ore":0.042,"greenold ore":0.0052,"coal":0.11,"salt":0.14,"gems":0.004},"quarry":{"cut stone":0.9,"limestone":0.5,"fazble":0.0088}},"icon":[7,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"tundra rocky substrate","displayName":"Tundra rocky substrate","desc":"A [tundra rocky substrate] is found underneath biomes with low temperatures or similar to tundra.//Surface [stone]s may be gathered by hand.//This soil contains less [clay] and [mire], more [stone]s and a little bit less [olivnum ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, more common [iron ore] and [coal], but less amounts of ores like [olivnum ore,Olivnum] or [tin ore,Tin]. Can't forget about [gems] though!//Quarrying underneath here provides more [limestone].","res":{"gather":{"stone":0.2,"clay":0.004,"limestone":0.0035},"dig":{"mire":1.5,"clay":0.2,"stone":0.6,"olivnum ore":0.006,"tin ore":0.006,"limestone":0.1,"salt":0.051},"mine":{"stone":0.95,"olivnum ore":0.09,"tin ore":0.07,"iron ore":0.046,"greenold ore":0.0035,"coal":0.16,"salt":0.1,"gems":0.005},"quarry":{"cut stone":0.85,"limestone":0.62,"fazble":0.01}},"icon":[10,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"ice desert rocky substrate","displayName":"Ice desert rocky substrate","desc":"A [ice desert rocky substrate] is found underneath biomes with very low temperatures.//Surface [stone]s may be gathered by hand.//This soil contains no [mire], more [stone]s and [limestone] and rarely [olivnum ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, way more common [iron ore], some more [coal], but less amounts of ores like [olivnum ore,Olivnum]. Can't forget about [gems] though, because you'll find more here.//Quarrying underneath here provides more [limestone] and [fazble].//This substrate contains no [salt].","res":{"gather":{"stone":0.2,"clay":0.002,"limestone":0.0035},"dig":{"clay":0.2,"stone":0.6,"olivnum ore":0.001,"tin ore":0.001,"limestone":0.105},"mine":{"stone":0.944,"olivnum ore":0.09,"tin ore":0.07,"iron ore":0.06,"greenold ore":0.0035,"coal":0.21,"gems":0.0052},"quarry":{"cut stone":1,"limestone":0.62,"fazble":0.01}},"icon":[8,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"wet rocky substrate","displayName":"Wet rocky substrate","desc":"A [wet rocky substrate] is found underneath terrain with high humidity.//Surface [stone]s may be gathered by hand.//Digging often produces way more [mire] and [clay], more [stone]s and occasionally [olivnum ore,Ores] and [clay]. Digging here provides more [limestone] but provides no [salt].//Mining provides the best results, outputting a variety of [stone]s, more common [olivnum ore,Olivnum], and precious [gems]. Also, mining here provides way less [iron ore,Iron].//Quarrying provides a little more [limestone] and [fazble] but less [cut stone].","res":{"gather":{"stone":0.25,"clay":0.007,"limestone":0.005},"dig":{"mire":4.2,"clay":0.45,"stone":0.6,"olivnum ore":0.008,"tin ore":0.008,"limestone":0.14},"mine":{"stone":0.85,"olivnum ore":0.011,"tin ore":0.085,"iron ore":0.02,"greenold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.005},"quarry":{"cut stone":0.81,"limestone":0.55,"fazble":0.011}},"icon":[9,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"jungle rocky substrate","displayName":"Jungle rocky substrate","desc":"A [jungle rocky substrate] is found underneath jungles.//Surface [stone]s may be gathered by hand.//Digging often produces way more [clay], more [stone]s and occasionally [olivnum ore,Ores] and [clay]. Digging here provides more [limestone] but provides no [salt].//Mining provides the best results, outputting a variety of [stone]s, more common [tin ore,Tin] but less precious [gems] and way less [olivnum ore,Olivnum] amounts. Also, mining here provides way less [iron ore,Iron].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mire":2,"clay":0.35,"stone":0.6,"olivnum ore":0.004,"berrylium ore":0.0035,"tin ore":0.008,"limestone":0.14},"mine":{"stone":0.8,"berrylium ore":0.004,"tin ore":0.014,"iron ore":0.05,"greenold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.004},"quarry":{"cut stone":0.75,"limestone":0.5,"fazble":0.01}},"icon":[6,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"lush rocky substrate","displayName":"Lush rocky substrate","desc":"A [lush rocky substrate] is found underneath terrain with a lush temperature and stable humidity.//Surface [stone]s may be gathered by hand.//Digging often produces [mire], more [stone]s and occasionally [olivnum ore,Ores] and a bit less [clay].//Mining provides the best results, outputting a variety of [stone]s, a little bit more rarely [greenold ore,Ores], and precious [gems] but less ores like [olivnum ore,Olivnum], [tin ore,Tin],insert new ore here, [iron ore,Iron]. You will find less [coal] here.","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mire":2,"clay":0.13,"stone":0.6,"berrylium ore":0.0069,"olivnum ore":0.001,"tin ore":0.0081,"limestone":0.1,"salt":0.05},"mine":{"stone":0.88,"olivnum ore":0.055,"tin ore":0.055,"iron ore":0.025,"greenold ore":0.0038,"coal":0.078,"salt":0.1,"gems":0.005},"quarry":{"cut stone":0.9,"limestone":0.5,"fazble":0.01}},"icon":[5,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"dead rocky substrate","displayName":"Dead rocky substrate","desc":"A [dead rocky substrate] is unique to the Dead forest biome.//Surface [stone]s may be gathered by hand.//Digging rarely produces [mire], more [stone]s and occasionally [olivnum ore,Ores] and [clay].//Mining here is not a great idea because you will find almost no [tin ore,Ores]. //Same with quarrying (excluding [fazble], which is more often than anywhere else).","res":{"gather":{"stone":0.25,"clay":0.004,"limestone":0.002},"dig":{"mire":0.5,"clay":0.05,"stone":0.2,"olivnum ore":0.001,"tin ore":0.002,"limestone":0.025,"salt":0.02},"mine":{"stone":0.8,"olivnum ore":0.01,"tin ore":0.03,"iron ore":0.01,"coal":0.04,"salt":0.1,"gems":0.001},"quarry":{"cut stone":0.6,"limestone":0.1,"fazble":0.01}},"icon":[4,16,"c2"],"mult":3.85,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"snow cover","displayName":"Snow cover","desc":"A [snow cover] is often available year-long in cold environments, and is a good source of [water]; it may also conceal [ice], which must be dug out from deeper cover.","res":{"gather":{"water":4,"muddy water":8},"dig":{"ice":0.2}},"icon":[13,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"sandy soil","displayName":"Sandy soil","desc":"[sandy soil] is the result of a [rocky substrate] eroded by wind over long periods of time. [sand] is plentiful here.","res":{"dig":{"sand":1}},"icon":[11,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"red sandy soil","displayName":"Red sandy soil","desc":"[red sandy soil] is the result of a [rocky substrate] eroded by wind over long periods of time in specific conditions. [sand] is plentiful here.","res":{"dig":{"sand":1}},"icon":[12,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"saltwater","displayName":"Saltwater","desc":"[saltwater] cannot be collected for [water], but may produce [salt] deposits.","res":{"gather":{"salt":0.05}},"icon":[14,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"freshwater","displayName":"Freshwater","desc":"[freshwater], whether found in streams or from rainwater, can be collected for [water] and [muddy water].","res":{"gather":{"water":8,"muddy water":8}},"icon":[15,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"mudwater","displayName":"Mudwater","desc":"[mudwater], whether found in swamps, polluted streams, or other locations can be collected for disgusting [muddy water].","res":{"gather":{"muddy water":8}},"icon":[16,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"ominous tree","displayName":"Ominous tree","desc":"The [ominous tree] is a dark tree that lives in the lush climates of Ominous Woods and keep their dark needles year-long; they can provide [log]s and [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[3,15,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"ominous grass","displayName":"Ominous grass","desc":"[ominous grass] is a good source of [herb]s; you may also occasionally find some [fruit]s and [stick]s while foraging.","res":{"gather":{"herb":8,"fruit":0.5,"stick":0.7}},"icon":[17,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"coral reef","displayName":"Coral reef","desc":"Colorful, beautiful corals. They like to live in warm, tropical oceans and seas. However, some reefs can be met in the depths of lukewarm oceans in much smaller colonies. //This does not provide anything useful, however.","res":{},"icon":[8,17,"c2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"kelp","displayName":"Kelp","desc":"Kelp or seagrass. They can be found in a variety of aquatic places. In some regions of the marine world, kelp are very common, while in others, they become very scarce.//This does not provide anything useful, however.","res":{},"icon":[10,17,"c2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"vfb1","displayName":"Dangerous bushes","desc":"A bush filled with some [flowers] and some poisonous plants unfortunately cannot be eaten.","res":{"flowers":{"flowers":3}},"icon":[13,17,"c2"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"vfb2","displayName":"Wild flowers bush","desc":"A bush filled with some wild [flowers].","res":{"flowers":{"flowers":3.2}},"icon":[14,17,"c2"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"vfb3","displayName":"Flower bush","desc":"A bush filled with various [flowers].","res":{"flowers":{"flowers":4}},"icon":[15,17,"c2"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"vfb4","displayName":"Large flowery bush","desc":"A bush filled with several [flowers,Large flowers].","res":{"flowers":{"flowers":4.25}},"icon":[19,17,"c2"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"vfb5","displayName":"Bush of tulips","desc":"A bush filled with a few [flowers,Tulips].","res":{"flowers":{"flowers":2}},"icon":[20,17,"c2"],"mult":1,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61}],"resources":[{"name":"victory point","displayName":"Victory point","desc":"You can gain [victory point]s for completing some Trials. All of the trials are repeatable, except for the Buried trial. After the first completion of a trial, it grants 1 [victory point], and for every subsequent attempt, you gain additional [victory point]s (this gain grows more and more powerful the more times you complete a single Trial). These points can't be spent, but their amount can provide extra bonuses.","startWith":0,"icon":[0,28,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":0},{"name":"died this year","displayName":"Died this year","hidden":true,"startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"born this year","displayName":"Born this year","hidden":true,"startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"population","displayName":"Population","desc":"Your [population] represents everyone living under your rule. These are the elves that look to you for protection, survival, and glory.","startWith":0,"colorGood":"#3b4","colorBad":"#f44","icon":[0,3,"c2"],"meta":true,"tick":"function (me, tick) {\\n //this.displayName=G.getName('inhabs');\\n if (me.amount > G.achievByName['mostElvesDuringRun'].won) G.achievByName['mostElvesDuringRun'].won = me.amount;\\n if (me.amount > G.achievByName['mostElves'].won) G.achievByName['mostElves'].won = me.amount;\\n if (me.amount > 0) {\\n if (G.getRes('faith').amount < (G.getRes('spirituality').amount / 3) && G.checkPolicy('mental balance') == 'on') G.setPolicyModeByName('mental balance', 'off'); //this rit is very fragile\\n //note : we also sneak in some stuff unrelated to population here\\n //policy ticks\\n if (tick % 40 == 0) {\\n var rituals = ['fertility rituals', 'harvest rituals', 'flower rituals', 'wisdom rituals', 'mental balance'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (rituals[i] == 'mental balance') {\\n G.setPolicyModeByName(rituals[i], 'off');\\n G.lose('faith', 3, 'rituals');\\n } else {\\n if (G.getRes('faith').amount <= 0) G.setPolicyModeByName(rituals[i], 'off');\\n else G.lose('faith', 1, 'rituals');\\n }\\n }\\n }\\n }\\n var eatongathermult = 0.5;\\n var happinessLevel = G.getRes('happiness').amount / me.amount;\\n if (G.checkPolicy('eat on gather') == 'on' && G.getRes('happiness').amount / me.amount < 70 && G.getRes('food').amount > 0) changeHappiness(me.amount * eatongathermult, 'instant eating');\\n var productionMult = G.doFunc('production multiplier', 1);\\n\\n var deathUnhappinessMult = 1;\\n if (G.has('fear of death')) deathUnhappinessMult *= 2 * (G.has('bII(normal)') ? 0.95 : 1);\\n if (G.has('belief in the afterlife')) deathUnhappinessMult /= 2;\\n if (G.has('acceptance of death')) deathUnhappinessMult /= 2 * (G.has('bII(acceptance)') ? 1.05 : 1);\\n if (G.has('death scepticism')) (G.year % 40 > 20 ? deathUnhappinessMult *= (5 / 3) : deathUnhappinessMult *= 1 / 3);\\n if (tick % 3 == 0 && G.checkPolicy('disable eating') == 'off') {\\n //drink water\\n var toConsume = 0;\\n var consumeMult = 1;\\n var happinessAdd = 0;\\n if (G.has('dry throats')) { consumeMult *= 0.85; happinessAdd -= 0.04; }\\n else if (G.has('joy of drinking')) { consumeMult *= 1.15; happinessAdd += 0.04; }\\n else if (G.has('unstable drinking habits')) { consumeMult *= (G.year % 31 > 15 ? 1.05 : 0.95); happinessAdd += (G.year % 31 > 15 ? 0.003 : -0.003) } //fluid\\n else if (G.has('unstable consumption habits')) {\\n var n = G.year % 80;\\n if (n < 20) {\\n consumeMult *= 1.05; happinessAdd += 0.004;\\n }\\n if (n >= 20 && n < 40) {\\n consumeMult *= 0.95; happinessAdd -= 0.02;\\n } else if (n >= 40 && n < 60) consumeMult *= 1.025;\\n else consumeMult *= 0.975;\\n }//general fluid\\n var weights = { 'baby': 0.1, 'child': 0.3, 'adult': 0.5, 'elder': 0.5, 'sick': 0.4, 'wounded': 0.4 };\\n for (var i in weights) { toConsume += G.getRes(i).amount * weights[i]; }\\n var rations = G.checkPolicy('water rations');\\n switch (rations) {\\n case 'none': toConsume = 0; changeHappiness((-me.amount * 3) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); G.gain('health', -me.amount * 2, 'water rations'); break;\\n case 'meager': toConsume *= 0.5; changeHappiness((-me.amount) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); G.gain('health', -me.amount * 0.5, 'water rations'); break;\\n case 'sufficient':\\n toConsume *= 1;\\n if (Math.abs(happinessLevel) > 80)\\n changeHappiness(happinessLevel < 0 ? me.amount * 0.2 : -me.amount * 0.2, 'water rations'); break;\\n case 'plentiful': toConsume *= 1.5; changeHappiness((me.amount) / (happinessLevel < 0 ? 1 : (happinessLevel < 0 ? 1.1 : Math.pow(happinessLevel * 0.02, 0.4))), 'water rations'); break;\\n }\\n\\n toConsume = randomFloor(toConsume * consumeMult);\\n var consumed = G.lose('water', toConsume, 'drinking');\\n changeHappiness(consumed * happinessAdd * 0.5, 'water culture');\\n var lacking = toConsume - G.lose('water', toConsume, 'drinking');\\n if (rations == 'none') lacking = me.amount * 0.5;\\n if (lacking > 0)//are we out of water?\\n {\\n //resort to muddy water\\n if (rations != 'none' && G.checkPolicy('drink muddy water') == 'on') lacking = lacking - G.lose('muddy water', lacking, 'drinking');\\n if (lacking > 0 && G.checkPolicy('disable aging') == 'off')//are we also out of muddy water?\\n {\\n changeHappiness(-lacking * 5, 'no water');\\n //die off\\n var toDie = (lacking / 5) * 0.05;\\n if (G.year < 1) toDie /= 5;//less deaths in the first year\\n var died = 0;\\n var weights = { 'baby': 0.1, 'child': 0.2, 'adult': 0.5, 'elder': 1, 'sick': 0.4, 'wounded': 0.3 };//the elderly are the first to starve off\\n var sum = 0; for (var i in weights) { sum += weights[i]; } for (var i in weights) { weights[i] /= sum; }//normalize\\n for (var i in weights) { var ratio = (G.getRes(i).amount / me.amount); weights[i] = ratio + (1 - ratio) * weights[i]; }\\n for (var i in weights) { var n = G.lose(i, randomFloor((Math.random() * 0.8 + 0.2) * toDie * weights[i]), 'dehydration'); died += n; }\\n G.gain('corpse', died, 'dehydration');\\n changeHappiness(-died * 20 * deathUnhappinessMult, 'dehydration');\\n G.getRes('died this year').amount += died;\\n if (died > 0) G.Message({ type: 'bad', mergeId: 'diedDehydration', textFunc: function (args) { return B(args.died) + ' ' + (args.died == 1 ? 'elf' : 'elves') + ' died from dehydration.'; }, args: { died: died }, icon: [5, 4, 'c2'] });\\n }\\n }\\n\\n //eat food\\n var toConsume = 0;\\n var consumeMult = 1;\\n var happinessAdd = 0;\\n if (G.has('culture of moderation')) { consumeMult *= 0.85; happinessAdd -= 0.1; }\\n else if (G.has('joy of eating')) { consumeMult *= 1.15; happinessAdd += 0.1; }\\n else if (G.has('unstable eating habits')) { consumeMult *= (G.year % 31 > 15 ? 1.07 : 0.93); happinessAdd += (G.year % 31 > 15 ? 0.06 : -0.04); }\\n else if (G.has('unstable consumption habits')) {\\n var n = G.year % 80;\\n if (n < 20) {\\n consumeMult *= 1.05; happinessAdd += 0.01;\\n }\\n if (n >= 20 && n < 40) {\\n consumeMult *= 0.95; happinessAdd -= 0.05;\\n } else if (n >= 40 && n < 60) consumeMult *= 1.025;\\n else consumeMult *= 0.975;\\n }//general fluid\\n var weights = { 'baby': 0.2, 'child': 0.5 * (G.has('child workforce') ? 1.1 : 1), 'adult': 1, 'elder': 1, 'sick': 0.75, 'wounded': 0.75 };\\n for (var i in weights) { toConsume += G.getRes(i).amount * weights[i]; }\\n var rations = G.checkPolicy('food rations');\\n switch (rations) {\\n case 'none': toConsume = 0; changeHappiness((-me.amount * 2) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); G.gain('health', -me.amount * 2, 'food rations'); break;\\n case 'meager': toConsume *= 0.5; changeHappiness(-me.amount * (G.has(\\"t7\\") ? 0.2 : 1) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); G.gain('health', -me.amount * 0.5, 'food rations'); break;\\n case 'sufficient':\\n toConsume *= 1;\\n if (Math.abs(happinessLevel) > 80)\\n changeHappiness(happinessLevel < 0 ? me.amount * 0.5 : -me.amount * 0.5, 'food rations'); break;\\n case 'plentiful': toConsume *= 1.5; changeHappiness((me.amount) / (happinessLevel < 0 ? 1 : (happinessLevel < 0 ? 1 : Math.pow(happinessLevel * 0.02, 0.4))), 'food rations'); break;\\n }\\n toConsume = randomFloor(toConsume * consumeMult);\\n var consumed = G.lose('food', toConsume, 'eating');\\n changeHappiness(G.lose('salt', randomFloor(consumed * 0.1), 'eating') * 5, 'salting food');//use salt\\n changeHappiness(consumed * happinessAdd * 0.5, 'food culture');\\n var lacking = toConsume - consumed;\\n if (rations == 'none') lacking = me.amount * 1;\\n\\n if (lacking > 0)//are we out of food?\\n {\\n //resort to spoiled food\\n if (rations != 'none' && G.checkPolicy('eat spoiled food') == 'on') lacking = lacking - G.lose('spoiled food', lacking, 'eating');\\n if (lacking > 0 && G.checkPolicy('disable aging') == 'off')//are we also out of spoiled food?\\n {\\n changeHappiness(-lacking * 5, 'no food');\\n //die off\\n var toDie = (lacking / 5) * 0.05;\\n if (G.year < 1) toDie /= 5;//less deaths in the first year\\n var died = 0;\\n var weights = { 'baby': 0.1, 'child': 0.2, 'adult': 0.5, 'elder': 1, 'sick': 0.4, 'wounded': 0.3 };//the elderly are the first to starve off\\n var sum = 0; for (var i in weights) { sum += weights[i]; } for (var i in weights) { weights[i] /= sum; }//normalize\\n for (var i in weights) { var ratio = (G.getRes(i).amount / me.amount); weights[i] = ratio + (1 - ratio) * weights[i]; }\\n for (var i in weights) { var n = G.lose(i, randomFloor((Math.random() * 0.8 + 0.2) * toDie * weights[i]), 'starvation'); died += n; }\\n G.gain('corpse', died, 'starvation');\\n changeHappiness(-died * 20 * deathUnhappinessMult, 'starvation');\\n G.getRes('died this year').amount += died;\\n if (died > 0) G.Message({ type: 'bad', mergeId: 'diedStarvation', textFunc: function (args) { return B(args.died) + ' ' + (args.died == 1 ? 'elf' : 'elves') + ' died from starvation.'; }, args: { died: died }, icon: [5, 4, 'c2'] });\\n }\\n }\\n }\\n\\n //clothing\\n var objects = { 'basic clothes': [0.1, 0.1], 'primitive clothes': [0.02, 0.03] };\\n var leftout = me.amount;\\n var prev = leftout;\\n var fulfilled = 0;\\n var happyDressModifier = 1;\\n var healthDressModifier = 1;\\n if (G.has('nudist culture')) { happyDressModifier *= (G.year % 31 > 25 ? 0.9 : 0.95); healthDressModifier *= (G.year % 31 > 25 ? 0.96 : 0.975) };\\n if (G.has('fluid dress code')) happyDressModifier *= (G.year % 31 > 15 ? 1.04 : 0.96);\\n for (var i in objects) {\\n fulfilled = Math.min(me.amount, Math.min(G.getRes(i).amount, leftout));\\n changeHappiness(fulfilled * objects[i][0] * happyDressModifier, 'clothing');\\n G.gain('health', fulfilled * objects[i][1] * healthDressModifier, 'clothing');\\n leftout -= fulfilled;\\n }\\n var dressLackModifierHap = 1;\\n if (G.has('nudist culture')) dressLackModifierHap *= 1.5;\\n if (G.has('strict dress code')) dressLackModifierHap *= 1.5;\\n if (G.has('fluid dress code')) heartModifier *= (G.year % 31 > 15 ? 1.25 : 0.75);\\n changeHappiness(-leftout * 0.15, 'no clothing');\\n G.gain('health', -leftout * 0.15, 'no clothing');\\n\\n //fire\\n var objects = { 'fire pit': [5, 0.1, 0.1] };\\n var leftout = me.amount;\\n var prev = leftout;\\n var fulfilled = 0;\\n var happyHeartModifier = 1;\\n var healthHeartModifier = 1;\\n if (G.has('cold heart')) { happyHeartModifier *= 0.9; healthHeartModifier *= (G.year % 31 > 25 ? 0.975 : 0.985) };\\n if (G.has('hot heart')) { happyHeartModifier *= 1.25 };\\n if (G.has('fluid heart')) happyHeartModifier *= (G.year % 31 > 15 ? 1.05 : 0.95);\\n for (var i in objects) {\\n fulfilled = Math.min(me.amount, Math.min(G.getRes(i).amount * objects[i][0], leftout));\\n changeHappiness(fulfilled * objects[i][1] * happyHeartModifier, 'warmth & light');\\n G.gain('health', fulfilled * objects[i][2] * healthHeartModifier, 'warmth & light');\\n leftout -= fulfilled;\\n }\\n var heartModifier = 1;\\n if (G.has('cold heart')) heartModifier *= 1.5;\\n if (G.has('hot heart')) heartModifier *= 0.5;\\n if (G.has('fluid heart')) heartModifier *= (G.year % 31 > 15 ? 1.2 : 0.75);\\n changeHappiness(-leftout * 0.1 / heartModifier, 'cold & darkness');\\n G.gain('health', -leftout * 0.1 / heartModifier, 'cold & darkness');\\n\\n //homelessness and pressure\\n var homeless = Math.max(0, (me.amount) - G.getRes('housing').amount);\\n if (G.has('sedentism') && me.amount > 13 && homeless > 0) {\\n if (tick % 20 == 0) G.Message({ type: 'bad', mergeId: 'homeless', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf is' : 'elves are') + ' homeless.
    Homelessness with more than 13 population leads to lower birth rates.'; }, args: { n: homeless }, replaceOnly: true, icon: [12, 4, 'c2'] });\\n }\\n if (me.amount > G.getRes('pressure resistance').amount) {\\n var pressure = Math.max(0, (me.amount) - G.getRes('pressure resistance').amount);\\n if (tick % 75 == 0) G.Message({ type: 'bad', text: 'You have more elves than you can protect against Pressure. That means you won\\\\'t be able to get any more elves above the Pressure resistance level! Increase the resistance level by completing some trials or achievements. Having more housing than pressure resistance level will NOT solve the problem.', icon: [2, 11, 'c2'] });\\n }\\n //age\\n if (G.checkPolicy('disable aging') == 'off') {\\n if (G.year >= 10)//no deaths of old age the first 10 years\\n {\\n var n = randomFloor(G.getRes('elder').amount * 0.00015);\\n G.gain('corpse', n, 'old age');\\n G.lose('elder', n, 'old age');\\n changeHappiness(-n * 5 * deathUnhappinessMult, 'death');\\n if (n > 0) G.Message({ type: 'bad', mergeId: 'diedAge', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' died of old age.'; }, args: { n: n }, icon: [13, 4, 'c2'] });\\n\\n G.getRes('died this year').amount += n;\\n }\\n if (G.year >= 5)//no aging adults the first 5 years\\n {\\n var n = randomFloor(G.getRes('adult').amount * 0.00014);\\n G.gain('elder', n, '-'); G.lose('adult', n, 'aging up');\\n }\\n var n = randomFloor(G.getRes('child').amount * 0.002); G.gain('adult', n, 'aging up'); G.lose('child', n, 'aging up');\\n var n = randomFloor(G.getRes('baby').amount * 0.005); G.gain('child', n, 'aging up'); G.lose('baby', n, 'aging up');\\n\\n //births\\n var parents = G.getRes('adult').amount + G.getRes('elder').amount;\\n if (parents >= 2)//can't make babies by yourself\\n {\\n var born = 0;\\n var birthRate = 1;\\n if (me.amount < 100) birthRate *= 3;//more births if low pop\\n if (me.amount < 10) birthRate *= 3;//even more births if very low pop\\n if (G.checkPolicy('fertility rituals') == 'on') birthRate *= 1.2;\\n if (G.checkPolicy('population control') == 'forbidden') birthRate *= 0;\\n else if (G.checkPolicy('population control') == 'limited') birthRate *= 0.5;\\n birthRate *= productionMult;\\n if ((homeless > 0 || pressure > 0) && me.amount > 13) birthRate *= 0.05;//harder to make babies if you have more than 15 elves and some of them are homeless\\n var n = randomFloor(G.getRes('adult').amount * 0.0003 * birthRate); G.gain('baby', n, 'birth'); changeHappiness(n * 10, 'birth'); born += n;\\n var n = randomFloor(G.getRes('elder').amount * 0.00003 * birthRate); G.gain('baby', n, 'birth'); changeHappiness(n * 10, 'birth'); born += n;\\n G.getRes('born this year').amount += born;\\n if (born > 0) G.Message({ type: 'good', mergeId: 'born', textFunc: function (args) { return B(args.born) + ' ' + (args.born == 1 ? 'baby has' : 'babies have') + ' been born.'; }, args: { born: born }, icon: [2, 3, 'c2'] });\\n }\\n\\n //health (diseases and wounds)\\n //note : when a sick or wounded person recovers, they turn into adults; this means you could get a community of old elves fall sick, then miraculously age back. life is a mystery\\n\\n //sickness\\n var toChange = 0.00003;\\n if (G.getRes('health').amount < 0) {\\n toChange *= (1 + Math.abs(G.getRes('health').amount / me.amount));\\n }\\n if (toChange > 0) {\\n if (G.year < 5) toChange *= 0.5;//less disease the first 5 years\\n if (me.amount <= 15) toChange *= 0.5;\\n if (G.checkPolicy('flower rituals') == 'on') toChange *= 0.8;\\n var changed = 0;\\n var weights = { 'baby': 2, 'child': 1.5, 'adult': 1, 'elder': 2 };\\n if (G.checkPolicy('child workforce') == 'on') weights['child'] *= 2;\\n if (G.checkPolicy('elder workforce') == 'on') weights['elder'] *= 2;\\n if (G.year < 5) weights['adult'] = 0;//adults don't fall sick the first 5 years\\n for (var i in weights) { var n = G.lose(i, randomFloor(Math.random() * G.getRes(i).amount * toChange * weights[i]), '-'); changed += n; }\\n G.gain('sick', changed, 'disease');\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'fellSick', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' fell sick.'; }, args: { n: changed }, icon: [6, 3, 'c2'] });\\n }\\n //sickness : death and recovery\\n var sickMortality = 0.005;\\n var changed = 0;\\n var n = G.lose('sick', randomFloor(Math.random() * G.getRes('sick').amount * sickMortality), 'disease'); G.gain('corpse', n, 'disease'); changed += n;\\n changeHappiness(-changed * 15 * deathUnhappinessMult, 'death');\\n G.getRes('died this year').amount += changed;\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'diedSick', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' died from disease.'; }, args: { n: changed }, icon: [5, 4, 'c2'] });\\n\\n var sickHealing = 0.01;\\n if (G.checkPolicy('flower rituals') == 'on') sickHealing *= 1.25;\\n var changed = 0;\\n var n = G.lose('sick', randomFloor(Math.random() * G.getRes('sick').amount * sickHealing), 'healing'); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n, '-'); changed += n;\\n changeHappiness(changed * 10, 'recovery');\\n if (G.getSetting('disease messages') || G.resets < 3)\\n if (changed > 0) G.Message({ type: 'good', mergeId: 'sickRecovered', textFunc: function (args) { return B(args.n) + ' sick ' + (args.n == 1 ? 'elf' : 'elves') + ' got better.'; }, args: { n: changed }, icon: [4, 3, 'c2'] });\\n\\n //wounds\\n var toChange = 0.00003;\\n if (toChange > 0) {\\n if (G.year < 5) toChange *= 0.5;//less wounds the first 5 years\\n if (me.amount <= 15) toChange *= 0.5;\\n var changed = 0;\\n var weights = { 'baby': 2, 'child': 1.5, 'adult': G.checkPolicy('elder workforce') == 'on' ? 1.3 : 1, 'elder': 2 };\\n if (G.checkPolicy('child workforce') == 'on') weights['child'] *= G.checkPolicy('elder workforce') == 'on' ? 4 : 3;\\n if (G.checkPolicy('elder workforce') == 'on') weights['elder'] *= 3;\\n if (G.year < 5) weights['adult'] = 0;//adults don't get wounded the first 5 years\\n for (var i in weights) { var n = G.lose(i, randomFloor(Math.random() * G.getRes(i).amount * toChange * weights[i]), '-'); changed += n; }\\n G.gain('wounded', changed, 'accident');\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'gotWounded', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' got wounded.'; }, args: { n: changed }, icon: [7, 3, 'c2'] });\\n }\\n //wounds : death and recovery\\n var woundMortality = 0.005;\\n var changed = 0;\\n var n = G.lose('wounded', randomFloor(Math.random() * G.getRes('wounded').amount * woundMortality), 'wounds'); G.gain('corpse', n, 'wounds'); changed += n;\\n changeHappiness(-changed * 15 * deathUnhappinessMult, 'death');\\n G.getRes('died this year').amount += changed;\\n if (G.getSetting('death messages') || G.resets < 3)\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'diedWounded', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' died from their wounds.'; }, args: { n: changed }, icon: [5, 4, 'c2'] });\\n\\n var sickHealing = 0.005;\\n var changed = 0;\\n var n = G.lose('wounded', randomFloor(Math.random() * G.getRes('wounded').amount * sickHealing), 'healing'); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n, '-'); changed += n;\\n changeHappiness(changed * 10, 'recovery');\\n if (G.getSetting('disease messages') || G.resets < 3)\\n if (changed > 0) G.Message({ type: 'good', mergeId: 'woundedRecovered', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' recovered from their wounds.'; }, args: { n: changed }, icon: [4, 3, 'c2'] });\\n }\\n }\\n else if (G.T > 0) { G.GameOver(); }\\n if (me.amount >= 1000 && G.achievByName['first overcome'].won == 0) {\\n G.achievByName['first overcome'].won = 1;\\n G.middleText('- Completed First overcome achievement -');\\n }\\n if (me.amount >= 10000 && G.achievByName['pressed progress'].won == 0) {\\n G.achievByName['pressed progress'].won = 1;\\n G.middleText('- Completed Pressed progress achievement -');\\n }\\n if (me.amount >= 25000 && G.achievByName['the moral press'].won == 0) {\\n G.achievByName['the moral press'].won = 1;\\n G.middleText('- Completed The moral press achievement -');\\n }\\n if (me.amount >= 85000 && G.achievByName['pressure vaccine'].won == 0) {\\n G.achievByName['pressure vaccine'].won = 1;\\n G.middleText('- Completed Pressure vaccine achievement -');\\n }\\n if (me.amount >= 175000 && G.achievByName['pressure wiper'].won == 0) {\\n G.achievByName['pressure wiper'].won = 1\\n G.middleText('- Completed Pressure wiper achievement -')\\n }\\n if (me.amount >= 300000 && G.achievByName['pressure purgator'].won == 0) {\\n G.achievByName['pressure purgator'].won = 1\\n G.middleText('- Completed Pressure purgator achievement -')\\n }\\n }","partOf":"false","subRes":["baby","child","adult","elder","sick","wounded"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"baby","displayName":"Baby","desc":"[baby,Babies] are born when you have 2 or more [adult]s left to their own devices.//Any 2 adults can have babies, even if they are working. [elder]s can also have babies, though much slower.//[happiness] affects how many babies your elves make.//Over time, babies will grow into [child,Children], although [baby,Babies] will consume 40% as much as them.","category":"demog","startWith":0,"icon":[2,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"child","displayName":"Child","desc":"[baby,Babies] grow into [child,Children] gradually.//After a while, they will grow up into [adult]s.//Children will eat and drink half as much as adults.//Children do not count as [worker]s, unless special measures are in place.","category":"demog","startWith":2,"icon":[3,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"adult","displayName":"Adult","desc":"[adult]s grow from [child,Children] over time.//They eventually age into [elder,Elders].//Generally, adults make up most of your [worker,workforce].","category":"demog","startWith":5,"icon":[4,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"elder","displayName":"Elder","desc":"[adult]s that grow old are [elder,Elders].//Elders may end up [corpse,dying] of old age.//Elders do not count as [worker]s, unless special measures are in place.","category":"demog","startWith":1,"icon":[5,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"sick","displayName":"Sick","desc":"[adult,Elves] can fall [sick,sick] when your [health] levels become too low. They do not [worker,work], but may be healed eventually.","category":"demog","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[6,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"wounded","displayName":"Wounded","desc":"[adult,Elves] may get [wounded,wounded] due to work injuries, or from war. They do not [worker,work], but may slowly improve.","category":"demog","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[7,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"corpse","displayName":"Corpse","desc":"[corpse,Corpses] are the remains of [population,elves] that died, whether from old age, accident, disease, starvation or war.//Corpses left in the open air tend to spread diseases and make elves unhappy, which gets even worse as superstitions develop. To mitigate this, you need to create a [burial spot] for each corpse.","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[8,3,"c2"],"meta":false,"tick":"function (me, tick) {\\n var graves = G.getRes('burial spot');\\n if (G.getRes('population').amount > 0) {\\n if (!G.has('belief in the beforelife')) {\\n if (G.has('ritual necrophagy'))//butcher 3% of corpses every day, you weirdo\\n {\\n var changed = 0;\\n var n = G.lose('corpse', randomFloor(G.getRes('corpse').amount * 0.03), 'necrophagy'); G.gain('meat', n * 30, 'necrophagy'); G.gain('bone', n * 5, 'necrophagy'); changed += n;\\n if (n > 0) {\\n G.pseudoGather(G.getRes('faith'), changed);\\n G.gain('health', -changed * 0.1, 'necrophagy');\\n }\\n }\\n if (G.has('art of death'))//use 1% of corpses every day for art purposes\\n {\\n AoD();\\n }\\n }\\n if (me.amount > 0) {\\n //bury slowly\\n if (graves.amount > graves.used) {\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('corpse', amount, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n }\\n }\\n }\\n if (graves.amount < graves.used) {\\n //more occupied burial spots than total burial spots? this means we've been deleting burial spot that was already containing corpses; exhume those suckers\\n var toExhume = randomFloor((graves.used - graves.amount) * 0.1);\\n graves.used -= toExhume;\\n G.gain('corpse', toExhume, 'not enough burial spots');\\n changeHappiness(-toExhume * 2, 'not enough burial spots');//this fixes a funny little thing where you can kinda cheese happiness by rapidly getting and removing burial spots (which are free)\\n }\\n\\n //Normally\\n if (G.day % 30 == 0) {\\n var toSpoil = me.amount * 0.0045;\\n var spent = G.lose('corpse', randomFloor(toSpoil), 'decay');\\n }\\n\\n var unhappiness = 0.01;\\n if (G.has('burial')) unhappiness *= 1.5;\\n if (G.has('belief in revenants')) unhappiness *= 2 * (G.has('bII(normal)') ? 0.95 : 1);\\n changeHappiness(-me.amount * unhappiness, 'corpses');\\n G.gain('health', -me.amount * 0.02, 'corpses');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"burial spot","displayName":"Burial spot","desc":"Each [burial spot] has enough room for one [corpse], letting you prevent the spread of disease and unhappiness.//Your elves will slowly bury [corpse]s if there are enough [burial spot]s.//The number on the left is how many burial spots are occupied, while the number on the right is how many you have in total.","startWith":0,"icon":[13,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"housing","displayName":"Housing","desc":"Each [housing,Housing spot] accommodates one [population,Elf].//Beyond the 15 elves a basic nomad tribe can support, your population will only grow if you have unoccupied [housing].//Homelessness (having less housing than population) will lead to unhappiness and disease.//The number on the left is how much housing is occupied, while the number on the right is how much housing room you have in total.","startWith":0,"icon":[12,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"land","displayName":"Land","desc":"Each tile of territory you own grants you some [land] (100 per fully-explored non-ocean tile normally) upon which you can construct buildings. If for some reason you find yourself with less land than your buildings are using, some of them will start to slowly crumble away.//The number on the left is how much land is occupied, while the number on the right is how much land you have in total.","startWith":0,"icon":[14,4,"c2"],"meta":false,"tick":"function (me) {\\n if (me.amount > G.achievByName['mostElvesLand'].won) G.achievByName['mostElvesLand'].won = me.amount;\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100);\\n\\n //me.amount=G.tiles;\\n //TODO : this stuff\\n /*\\n concept :\\n -each tile owned can be explored to 100%\\n -you get one land per explored percent per tile\\n -some techs also add a +10 etc bonus to the max of 100 land per full tile\\n -we need to setup a system to recalculate this when appropriate\\n */\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"wtr","displayName":"Water","desc":"Every tile of ocean you own grants you some [wtr] (100 for every fully explored ocean tile normally) upon which you...cannot construct a lot. //You can only use 10% of the water in the whole world! If, for some reason, you find yourself with less available water than your buildings are using, some of them will start to slowly crumble away.<>The number on the left is how much water is occupied, the number on the middle is how much [wtr] you can use, while the number on the right is how much explored water you have in total.","startWith":0,"icon":[15,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"worker","displayName":"Worker","desc":"Your [worker,Workforce] is the part of your [population] that is ready to work.//The number on the left is how many are currently being employed, while the number on the right is your total amount of workers.","category":"demog","startWith":0,"icon":[1,3,"c2"],"meta":false,"tick":"function (me, tick) {\\n me.amount = G.getRes('adult').amount;\\n if (G.checkPolicy('elder workforce') == 'on') me.amount += G.getRes('elder').amount;\\n if (G.checkPolicy('child workforce') == 'on') me.amount += G.getRes('child').amount;\\n if (me.used > me.amount) {\\n //TODO maybe ?\\n //select all units that require workers\\n //pick some at random until we have enough elves to reach the difference between workers and workers needed\\n //kill them if the unit has no gizmos, otherwise reduce the unit's percent by 1 rank\\n //maybe this could be generalized to work will all requirements\\n //or not ? some requirements have unique conditions, such as : 10 factories running at 50% only use half the workers and tools, but still need 10 land\\n //maybe this could just be a flag on land, reqIgnoresPercent=true\\n //but then how do we deal with the situation where we have less land available than land used (like after a war where we lost tiles) ? the desired behavior would be that buildings slowly die off until we're under the threshold\\n //maybe just implement a \\"onReqFail\\" function that overrides the default behavior\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"happiness","displayName":"Happiness","desc":"[happiness] describes the global level of well-being of your [population].//Happy elves work even harder, while unhappy elves tend to slack off; at +100% happiness, most of your workers will work twice as fast, while at -100% happiness, they will work twice as slow. This goes on up to +200% and -200%.//Several things improve happiness, such as good [food], entertainment, or luxury items; things that bring down [happiness] are spoiled food, starvation, disease, death and harsh policies.//Happiness and unhappiness both tend to level off over time, or reach one of the limits.","startWith":0,"colorGood":"lime","colorBad":"green","icon":[3,4,"c2"],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n if (tick % 99 == 44) {\\n if (G.getRes('happiness').amount <= -355 * G.getRes('population').amount) me.amount = -355 * G.getRes('population').amount; //balance change\\n if (G.getRes('happiness').amount >= 355 * G.getRes('population').amount) me.amount = 355 * G.getRes('population').amount;\\n }\\n if (G.getRes('population').amount > 0 && tick % 2 == 0) {\\n me.amount *= 0.99;\\n }\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [5, 4, 'c2'];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [4, 4, 'c2'];\\n else if (amount >= 50) return [3, 4, 'c2'];\\n else if (amount >= -50) return [2, 4, 'c2'];\\n else if (amount >= -100) return [1, 4, 'c2'];\\n else return [0, 4, 'c2'];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"health","displayName":"Health","desc":"[health] represents the average physical condition of your [population].//Lower health tends to make elves [sick] and unhappy, while higher health will make elves happier.//Health can be affected by a number of things: eating raw or spoiled [spoiled food], drinking [muddy water], poor living conditions, and ongoing plagues.","startWith":0,"colorGood":"lime","colorBad":"#f44","icon":[3,5,"c2"],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n if (G.getRes('population').amount > 0 && tick % 2 == 0) {\\n if (tick % 99 == 44) {\\n if (G.getRes('health').amount <= -300 * G.getRes('population').amount) me.amount = -300 * G.getRes('population').amount; //balance change\\n if (G.getRes('health').amount >= 300 * G.getRes('population').amount) me.amount = 300 * G.getRes('population').amount;\\n }\\n //note : this is \\"soft\\" sickness; it affects the chance of elves falling sick\\n //G.getRes('happiness').amount+=(me.amount-G.getRes('happiness').amount)*0.01;\\n changeHappiness(me.amount * 0.001, 'health');\\n\\n var sickness = 0.1;\\n sickness += Math.pow(Math.max(0, G.getRes('population').amount - 50), 0.1) * 0.1;//more elves means more contagion\\n G.gain('health', -G.getRes('population').amount * (Math.random() * sickness), 'disease');//elves randomly get sick\\n var recovery = 0.98;\\n me.amount *= recovery;//elves recover over time\\n }\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [5, 5, 'c2'];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [4, 5, 'c2'];\\n else if (amount >= 50) return [3, 5, 'c2'];\\n else if (amount >= -50) return [2, 5, 'c2'];\\n else if (amount >= -100) return [1, 5, 'c2'];\\n else return [0, 5, 'c2'];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"food storage","displayName":"Food storage","desc":"Each [food storage] unit slows down decay for one [food] unit.//The number on the left is how much food storage is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[12,5,"c2"],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('basket').amount * 10;\\n amount += G.getRes('pot').amount * 25;\\n amount += G.getRes('ice').amount;\\n amount += G.getRes('added food storage').amount;\\n me.amount = amount;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"added food storage","displayName":"Added food storage","hidden":true,"startWith":0,"icon":[12,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"material storage","displayName":"Material storage","desc":"Each [material storage] unit lowers the rate of decay or theft for one unit of your materials.//The number on the left is how much material storage is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[14,5,"c2"],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('added material storage').amount;\\n me.amount = amount;\\n\\n var materials = 0;\\n for (var i in G.props['perishable materials list']) {\\n var mat = G.props['perishable materials list'][i];\\n materials += mat.amount;\\n }\\n me.used = materials;\\n\\n if (materials > 0) {\\n var stored = Math.min(materials, amount) / materials;\\n var notStored = 1 - stored;\\n\\n for (var i in G.props['perishable materials list']) {\\n var mat = G.props['perishable materials list'][i];\\n\\n var toSpoil = mat.amount * 0.002 * notStored + mat.amount * 0.0001 * stored;\\n var spent = G.lose(mat.name, randomFloor(toSpoil), 'decay');\\n }\\n }\\n\\n G.props['perishable materials list'] = [];\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"added material storage","displayName":"Added material storage","hidden":true,"startWith":0,"icon":[14,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"water","displayName":"Water","desc":"[water] is required to keep your [population,elves] hydrated, at the rate of half a unit per elf every 3 ticks (although babies and children drink less).//Without water, elves will resort to drinking [muddy water], which is unhealthy; if that runs out too, your elves will simply die off.//Most terrains have some fresh water available for gathering, such as ponds, streams and rain, but drier locations may have to rely on well digging.//Water turns into [muddy water] over time, if your water storage is insufficient.","startWith":200,"icon":[7,6,"c2"],"turnToByContext":{"drinking":{"health":0.01,"happiness":0}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.02;\\n var spent = G.lose('water', randomFloor(toSpoil), 'decay');\\n G.gain('muddy water', randomFloor(spent), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"muddy water","displayName":"Muddy water","desc":"[muddy water] tastes awful and is unhealthy, but is better than dying of thirst. Your elves will default to drinking it in the absence of fresh [water].//It can be collected while gathering from stagnant pools or old rainwater. In addition, [water] also turns into [muddy water] over time. [muddy water] itself will slowly dry out.","startWith":0,"icon":[8,6,"c2"],"turnToByContext":{"drinking":{"health":-0.03,"happiness":-0.05}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose('muddy water', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"food","displayName":"Food","desc":"[food] is consumed by your [population,elves] when they get hungry, at the rate of 1 unit per elf every 3 ticks (although babies and children eat less).//Some types of food are tastier or healthier than others.//Note that some food types may or may not be eaten depending on policies in place.//Food will slowly decay into [spoiled food] if you lack proper food storage.","startWith":0,"icon":[3,6,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (me.amount > 0 && G.checkPolicy('disable spoiling') == 'off') {\\n var stored = Math.min(me.amount, G.getRes('food storage').amount) / me.amount;\\n var notStored = 1 - stored;\\n var ice = 1 - ((2 * i) * 0.01);\\n if (G.has('Ice')) var toSpoil = me.amount * 0.01 * notStored + me.amount * 0.0005 * stored * ice;\\n else var toSpoil = me.amount * 0.01 * notStored + me.amount * 0.0005 * stored;\\n\\n\\n var spent = G.lose('food', randomFloor(toSpoil), 'decay');\\n //G.gain('spoiled food',randomFloor(spent));\\n }\\n }","partOf":"false","subRes":["herb","fruit","vegetable","meat","cooked meat","cured meat","seafood","cooked seafood","cured seafood","bread"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"spoiled food","displayName":"Spoiled food","desc":"[spoiled food] is eaten when no other [food] is available, in a last-ditch effort to fend off starvation.//Spoiled food is terribly unhealthy and tastes just as bad. Over time, it will decay even further into inedibility.","startWith":0,"icon":[3,7,"c2"],"turnToByContext":{"eating":{"health":-0.3,"happiness":-0.5}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose('spoiled food', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"herb","displayName":"Herb","desc":"[herb,Herbs] are various plants, roots, and mushrooms that can be collected by simply foraging around. While relatively healthy to eat, they tend to taste unpleasant.","category":"food","startWith":175,"icon":[4,6,"c2"],"turnToByContext":{"eating":{"health":0.005,"happiness":-0.03},"decay":{"herb":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"fruit","displayName":"Fruit","desc":"[fruit,Fruits], whether gathered from berry bushes or fruit trees, are both sweet-tasting and good for you.","category":"food","startWith":25,"icon":[4,7,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.01},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"vegetable","displayName":"Vegetable","desc":"[vegetable,Vegetables], whether gathered from bushes or any gardens, are both healthy and quite good for you.","category":"food","startWith":0,"icon":[13,6,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.01},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"meat","displayName":"Meat","desc":"[meat,Raw meat] is gathered from dead animals and, while fairly tasty, can harbor a variety of diseases.","category":"food","startWith":0,"icon":[5,7,"c2"],"turnToByContext":{"eating":{"health":-0.03,"happiness":0.02,"bone":0.1},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"cooked meat","displayName":"Cooked meat","desc":"Eating [cooked meat] is deeply satisfying and may even produce a [bone].","category":"food","startWith":0,"icon":[6,7,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.04,"bone":0.1},"decay":{"cooked meat":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"cured meat","displayName":"Cured meat","desc":"[cured meat] is interestingly tough and can keep for months without spoiling. It also provides a curious flavor and is even better than [cooked meat]!","category":"food","startWith":0,"icon":[11,6,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.05,"bone":0.1},"decay":{"cured meat":0.95,"spoiled food":0.05}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"seafood","displayName":"Seafood","desc":"[seafood,Raw seafood] such as fish, clams, and shrimps aren't exactly the best for the body but have a little bit of mild flavor.","category":"food","startWith":0,"icon":[5,6,"c2"],"turnToByContext":{"eating":{"health":-0.02,"happiness":0.01,"bone":0.02},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"cooked seafood","displayName":"Cooked seafood","desc":"[cooked seafood] tastes absolutely stunning and has various [health] benefits.","category":"food","startWith":0,"icon":[6,6,"c2"],"turnToByContext":{"eating":{"health":0.03,"happiness":0.03,"bone":0.02},"decay":{"cooked seafood":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"cured seafood","displayName":"Cured seafood","desc":"[cured seafood] has a nice smoky flavor and lasts incredibly long, making your elves even happier!","category":"food","startWith":0,"icon":[12,6,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.04,"bone":0.02},"decay":{"cured seafood":0.95,"spoiled food":0.05}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"bread","displayName":"Bread","desc":"[bread] is filling, nutritious, and usually not unpleasant to eat; for these reasons, it is often adopted as staple food by those who can produce it in large amounts.","category":"food","startWith":0,"icon":[7,7,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.02},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"bugs","displayName":"Bugs","desc":"Worms, insects, spiders, and other creatures belong here. They are easily caught, but are usually not considered proper [food].","category":"food","startWith":0,"icon":[12,19,"c2"],"turnToByContext":{"eating":{"health":0,"happiness":-0.05},"decay":{"spoiled food":0.5}},"meta":false,"tick":"function (me, tick) {\\n var toLose = me.amount * 0.003;//bugs don't like to stick around\\n var spent = G.lose(me.name, randomFloor(toLose), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"misc materials","displayName":"Misc materials","hidden":true,"startWith":0,"icon":[0,0],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["clay","sand","olivnum ore","berrylium ore","iron ore","greenold ore","tin ore","gems","coal","soft metal ingot","hard metal ingot","strong metal ingot","precious metal ingot","bone","hide","leather","statuette","salt","ice","flowers","dyes","clay statuette"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"archaic building materials","displayName":"Archaic building materials","desc":"Materials such as a [stick] and a [stone] are used to build rudimentary structures.","startWith":0,"icon":[2,7,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["stone","stick","limestone","mire"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"stone","displayName":"Stone","desc":"Just a simple rock. Found regularly when foraging, and even more commonly when digging, mining or quarrying.","category":"build","startWith":0,"icon":[2,6,"c2"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"stick","displayName":"Stick","desc":"A short but sturdy branch. Obtained when foraging or when chopping a tree.","category":"build","startWith":0,"icon":[0,6,"c2"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"limestone","displayName":"Limestone","desc":"A fairly soft mineral. Can be foraged from some places, but is more commonly extracted while mining or quarrying.","category":"build","startWith":0,"icon":[6,8,"c2"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"mire","displayName":"Mire","desc":"Dirt saturated with water that is found often when foraging or digging.","category":"build","startWith":0,"icon":[0,7,"c2"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"basic building materials","displayName":"Basic building materials","desc":"Processed materials such as [cut stone,Stone blocks], [brick]s and [lumber], used to build basic structures belong here.","startWith":0,"icon":[2,8,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["cut stone","log","shroom stem","lumber","brick"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"cut stone","displayName":"Cut stone","desc":"[stone]s carved into blocks for easier hauling and building.","category":"build","startWith":0,"icon":[0,8,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"log","displayName":"Log","desc":"Chopped wood that can be directly used in construction, but can also be processed into [lumber].","category":"build","startWith":0,"icon":[1,6,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"shroom stem","displayName":"Shroom stem","desc":"Chopped [shroom stem]s can be used as a building material, but cannot be processed into goods like [lumber] and may not be burned for [coal]. Quite a strange material indeed!","category":"build","startWith":0,"icon":[0,10,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"lumber","displayName":"Lumber","desc":"[log]s that have been processed into planks, making them a rather adaptable and resilient building material.","category":"build","startWith":0,"icon":[1,8,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"clay","displayName":"Clay","desc":"Found by digging in damp soil; can be baked into [brick]s.","category":"build","startWith":0,"icon":[1,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"brick","displayName":"Brick","desc":"Made from fired [clay] and can be used to construct solid walls efficiently.","category":"build","startWith":0,"icon":[3,8,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"advanced building materials","displayName":"Advanced building materials","desc":"Building materials such as [concrete] and [glass] are often used to build advanced structures.","startWith":0,"icon":[3,9,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["glass","concrete"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"sand","displayName":"Sand","desc":"Easily harvested from deserts and beaches and can be processed into [glass].","category":"build","startWith":0,"icon":[4,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"glass","displayName":"Glass","desc":"Obtained by melting [sand]; can be used to construct windows, which are part of most advanced buildings.","category":"build","startWith":0,"icon":[4,8,"c2"],"meta":false,"partOf":"advanced building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"concrete","displayName":"Concrete","desc":"An exceptionally sturdy construction material, made by mixing [limestone] with [water] and letting it set.","category":"build","startWith":0,"icon":[5,8,"c2"],"meta":false,"partOf":"advanced building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"precious building materials","displayName":"Precious building materials","desc":"Building materials such as [fazble], used to build monuments.","startWith":0,"icon":[16,8,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["fazble","greenold block","gem block"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"fazble","displayName":"Fazble","desc":"A construction material prized for its decorative properties. It can also be employed in sculptures.","category":"build","startWith":0,"icon":[7,8,"c2"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"greenold block","displayName":"Greenold block","desc":"A valuable, if unreliable construction material.","category":"build","startWith":0,"icon":[14,8,"c2"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"gem block","displayName":"Gem block","desc":"A precious building material used only for the finest monuments. Quite nice to look at too.","category":"build","startWith":0,"icon":[17,8,"c2"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"olivnum ore","displayName":"Olivnum ore","desc":"Ore that can be processed into [soft metal ingot]s. This ore is like a sort of copper...but it is less durable.","category":"build","startWith":0,"icon":[9,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"berrylium ore","displayName":"Berrylium ore","desc":"Ore that can be processed into [soft metal ingot]s. However, this ore is very fragile, so to make a solid ingot you need way more of this ore. It is said that this ore smells like fresh berries, but sadly these are not edible at all and is as dangerous as consuming lead.","category":"build","startWith":0,"icon":[13,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"iron ore","displayName":"Iron ore","desc":"Ore that can be processed into [hard metal ingot]s.","category":"build","startWith":0,"icon":[10,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"greenold ore","displayName":"Greenold ore","desc":"Ore that can be processed into [precious metal ingot]s. For elves, it looks like uranium but is green and has some properties of gold.","category":"build","startWith":0,"icon":[11,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"tin ore","displayName":"Tin ore","desc":"Ore that can be processed into [soft metal ingot]s.","category":"build","startWith":0,"icon":[13,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"gems","displayName":"Gems","desc":"Shiny, valuable minerals from deep under the earth.","category":"build","startWith":0,"icon":[7,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"coal","displayName":"Coal","desc":"Extracted from mines, coal provides a good source of energy and can be used in alloying.","category":"build","startWith":0,"icon":[12,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"soft metal ingot","displayName":"Soft metal ingot","desc":"Soft, malleable metal that can be used to make basic [metal tools].//Includes tin, berrylium, and olivnum.","category":"build","startWith":0,"icon":[9,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65},{"name":"hard metal ingot","displayName":"Hard metal ingot","desc":"Tough, durable metal that can be used to craft [metal tools] and weapons.//Includes iron and bronze.","category":"build","startWith":0,"icon":[10,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":66},{"name":"strong metal ingot","displayName":"Strong metal ingot","desc":"Solid metal possessing high tensile strength.//Includes steel.","category":"build","startWith":0,"icon":[12,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":67},{"name":"precious metal ingot","displayName":"Precious metal ingot","desc":"Metal with little industrial usefulness but imbued with valuable aesthetics.//Includes [greenold ore,Greenold].","category":"build","startWith":0,"icon":[11,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":68},{"name":"knapped tools","displayName":"Knapped tools","desc":"Rudimentary tools made by hitting [stone]s, usually flint, until their edges are sharp enough.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[0,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":69},{"name":"stone tools","displayName":"Stone tools","desc":"Simple tools made of [stone]s and [stick]s for a variety of purposes - hammering, cutting, piercing, crushing.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[1,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":70},{"name":"metal tools","displayName":"Metal tools","desc":"Solid, durable tools made of metal and wood.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[2,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":71},{"name":"stone weapons","displayName":"Stone weapons","desc":"Simple weapons made of [stone]s and [stick]s.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[5,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":72},{"name":"bow","displayName":"Bow","desc":"A weapon made of [stick,Wood] that fires [stone]-tipped arrows at a distance.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[6,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":73},{"name":"primitive clothes","displayName":"Primitive clothes","desc":"Made out of rudimentary materials such as [hide]s or [herb]s.//Each [population,Elf] wearing clothing is slightly happier and healthier.//Your elves automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[15,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":74},{"name":"basic clothes","displayName":"Basic clothes","desc":"Sewn together from [leather] or textile fiber.//Each [population,Elf] wearing clothing is slightly happier and healthier.//Your elves automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[16,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":75},{"name":"bone","displayName":"Bone","desc":"Obtained from the corpse of an animal, or discarded from eating flesh.","category":"build","startWith":0,"icon":[8,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":76},{"name":"hide","displayName":"Hide","desc":"A pelt obtained by slicing the skin off a dead animal.","category":"build","startWith":0,"icon":[9,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":77},{"name":"leather","displayName":"Leather","desc":"[hide] that has been cured and worked to make it strong and durable for a variety of uses.","category":"build","startWith":0,"icon":[10,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":78},{"name":"statuette","displayName":"Statuette","desc":"A small carved statue that was rudimentarily carved from [stone] or [bone].//May be used up over time, creating [gentility].","category":"misc","startWith":0,"icon":[8,9,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('gentility'), randomFloor(spent));\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":79},{"name":"salt","displayName":"Salt","desc":"Gives flavor to [food], rendering it more enjoyable to eat; may also be used to preserve food and make it last longer.","category":"misc","startWith":0,"icon":[11,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":80},{"name":"ice","displayName":"Ice","desc":"Can be used to preserve 1 piece of [food] longer.//Will melt into [water] eventually.","category":"misc","startWith":0,"icon":[12,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.gain('water', randomFloor(spent * 10), 'ice melting');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":81},{"name":"basket","displayName":"Basket","desc":"Each basket stores 10 [food].//Will decay over time.","category":"misc","startWith":0,"icon":[14,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":82},{"name":"pot","displayName":"Pot","desc":"Each pot stores 25 [food].//Will decay slowly over time.","category":"misc","startWith":0,"icon":[13,5,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":83},{"name":"fire pit","displayName":"Fire pit","desc":"Keeps your tribe warm; each fire reduces illness for 5 elves.//Used by some types of crafting.//Will burn out over time.","category":"misc","startWith":0,"icon":[13,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":84},{"name":"discernment","displayName":"Discernment","desc":"[discernment] represents your elves's ideas and random sparks of intuition.//It is limited by your [wisdom]; the closer to the limit, the slower it is to produce more.//Many technologies require this to be researched.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[8,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":85},{"name":"wisdom","displayName":"Wisdom","hidden":true,"category":"main","startWith":0,"icon":[8,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":86},{"name":"creativity","displayName":"Creativity","desc":"[creativity] represents your elves's smartiness.//It is limited by your [quick-wittinity]; the closer to the limit, the slower it is to produce more.//Most technologies require [creativity] to be researched.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[9,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":87},{"name":"quick-wittinity","displayName":"Quick-wittinity","hidden":true,"category":"main","startWith":0,"icon":[9,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":88},{"name":"science","displayName":"Science","desc":"[science] is the product of experiments and discoveries.//It is limited by your [education]; the closer to the limit, the slower it is to produce more.//Many technologies require [science] to be 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Mostly used by painters or to add up some colour to something.","category":"misc","startWith":0,"icon":[1,10,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":101},{"name":"arrow","displayName":"Arrow","desc":"A piece of ammo for ranged [bow]s. //Required to keep units that use this stuff working properly.","category":"gear","startWith":0,"icon":[19,7,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":102},{"name":"wandererW","displayName":"WandererW","hidden":true,"startWith":0,"icon":[2,2,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":103},{"name":"scoutW","displayName":"ScoutW","hidden":true,"startWith":0,"icon":[24,3,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":104},{"name":"druid","displayName":"Druid","hidden":true,"startWith":0,"icon":[28,2,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":105},{"name":"painting","displayName":"Painting","desc":"Made by [painter]s. Your [population,elves] are proud to see it. Provides [gentility] upon decay.","category":"misc","startWith":0,"icon":[2,10,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('gentility'), randomFloor(spent * 2));\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":106},{"name":"relic","displayName":"Relic","desc":"[relic]s can be found underground and analyzed by [archaeologist]s. These are leftovers of civilizations you ruled in previous ascensions or previous generations in current one. Each [relic] has its own rarity, and any [relic] with a rarity above or equal to Rare will be counted here. Just note that they slowly decay and are mainly used for providing various essentials.","startWith":0,"icon":[3,10,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":107},{"name":"heating capability","displayName":"Heating capability","hidden":true,"desc":"Each [heating capability] unit allows to keep moderate temperature for one unit.//The number on the left is how much heating capability is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[15,5,"c2"],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('fire pit').amount * 5;\\n me.amount = amount;\\n if (me.amount > 0) me.hidden = false;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":108},{"name":"clay statuette","displayName":"Clay statuette","desc":"A small carved statue that was rudimentarily carved from [clay] and hardened by using [fire pit,Fire].//May be used up over time, creating [gentility].","category":"misc","startWith":0,"icon":[16,9,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.03;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('gentility'), randomFloor(spent) / 2);\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":109},{"name":"metal weapons","displayName":"Metal weapons","desc":"Solid, durable weapons made of metal and wood. One of many parts of soldiers equipment.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[15,11,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":110},{"name":"armor set","displayName":"Armor set","desc":"A solid, durable [armor set] made for soldiers can protect against common threats like ambushes.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[16,11,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":111},{"name":"wand","displayName":"Wand","desc":"Wands are basis of wizardry, and of course are used by wizards. 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Every team provides 1 [spirituality].","icon":[29,2,"c2"],"cost":{"food":100},"type":"unit","use":{"worker":6,"druid":2,"stone tools":4,"knapped tools":2},"req":{"missionary":true,"belief in the beforelife":true},"category":"exploration","limitPer":{"druid":8,"population":1600},"upkeep":{},"effects":[{"type":"explore","explored":0.12,"unexplored":0.1},{"type":"provide","what":{"spirituality":1}},{"type":"function","chance":0.004347826086956522}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"druid","displayName":"Druid","desc":"@generates [faith] and [happiness] every now and then<>[druid]s merge with nature and its spirits to bring down faith and hope to any elves around 'em. Their mission is to spread faith in this strange world!//[druid]s are limited, as not everyone related to religion is eligible for that title.","icon":[28,2,"c2"],"cost":{},"type":"unit","use":{"worker":1,"faith":0.5},"req":{"ritualism":true,"druidism":true},"category":"spiritual","limitPer":{"population":150},"upkeep":{"food":0.3},"effects":[{"type":"gather","what":{"faith":0.1,"happiness":0.2}},{"type":"provide","what":{"druid":1}},{"type":"gather","what":{"health":0.8},"req":{"druidsymbolism2":true},"chance":0.2},{"type":"gather","what":{"happiness":0.066},"req":{"druidsymbolism1":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"conceptionist","displayName":"Conceptionist","desc":"@generates [creativity] and also charges the [battery of discoveries] faster than [dreamer]s, which you can use to research more advanced technologies<>A [conceptionist] spends their time observing, thinking out of the box, and sharing their thoughts with nearby elves. @Not everyone develops such great skill, so this unit is limited: 1 [conceptionist] per 50 [population,elves]. @[wisdom rituals] and [symbolism] do not apply to this unit!","icon":[29,4,"c2"],"cost":{},"type":"unit","use":{"worker":1},"req":{"developed creativity":true},"category":"discovery","limitPer":{"population":50},"upkeep":{},"effects":[{"type":"gather","what":{"creativity":0.03}},{"type":"gather","what":{"battery of discoveries":0.55}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"shelter on water","displayName":"Shelter on water","desc":"@provides 6 [housing]<>A small dwelling that can fit many [population,elves]. It is settled on a secure wooden platform supported by thin wooden pillars.","icon":[29,3,"c2"],"cost":{"basic building materials":48,"log":12,"lumber":60,"archaic building materials":50},"type":"unit","use":{"wtr":1},"req":{"water construction":true},"category":"housing","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"housing":6}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"archaeologist","displayName":"Archaeologist","desc":"@digs in the ground to find some [relic]s. Good source of essentials, as finding treasures won't just give you [discernment]. Depending on what [archaeologist] found you can also gain [gentility], [faith] or [influence]. If a super rare [relic] is found, it will give more essentials.// When no more [relic]s are left, this unit will look for stuff left by previous generations (but this will provide much less [discernment,Essentials]).","icon":[30,3,"c2"],"cost":{},"type":"unit","use":{"worker":1,"metal tools":2},"req":{"archaeology":true},"category":"discovery","limitPer":{"population":350},"upkeep":{"food":1,"water":1},"effects":[{"type":"gather","what":{"faith":0.75},"chance":0.006172839506172839},{"type":"gather","what":{"discernment":0.75},"chance":0.006666666666666667},{"type":"gather","what":{"gentility":0.75},"chance":0.008},{"type":"gather","what":{"influence":0.75},"chance":0.006172839506172839},{"type":"function","chance":0.0008333333333333334},{"type":"mult","value":0.2,"req":{"out of relics":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"Wizard","displayName":"Wizard","desc":"A smart elf that is also a worshipper of magic. You'll need them to maintain various magic-based towers and to cultivate magic in your civilization. Provides 2 [wisdom] for every 5 [Wizard]s.","icon":[21,8,"magixmod"],"cost":{"creativity":3,"discernment":1,"stick":2,"food":1},"type":"unit","use":{"elder":1,"wand":1},"req":{"wizard wisdom":true},"category":"discovery","limitPer":{"population":6},"upkeep":{"food":1.5,"water":0.06},"effects":[{"type":"provide","what":{"wisdom":0.4}},{"type":"gather","what":{"insight":0.005},"req":{"wizard wisdom II":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50}],"policies":[{"name":"disable aging","displayName":"Disable aging","desc":"Aging, disease, births, and deaths are disabled.","icon":[3,12,"c2",8,3,"c2"],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"disable eating","displayName":"Disable eating","desc":"Eating and drinking are disabled.","icon":[3,12,"c2",3,6,"c2"],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"disable spoiling","displayName":"Disable spoiling","desc":"All resource spoilage is disabled.","icon":[3,12,"c2",3,7,"c2"],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"child workforce","displayName":"Child workforce","desc":"[child,Children] now count as [worker]s; working children are more prone to accidents and malnutrition. They will also require 10% more food with this enabled.","icon":[7,12,"c2",3,3,"c2"],"req":{"tribalism":true},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"elder workforce","displayName":"Elder workforce","desc":"[elder]s now count as [worker]s; working elders are more prone to accidents and malnutrition and early death. //In addition, [sick] and [wounded] elves are more likely to age after recovering, and other [worker]s are at a higher risk of being [wounded] due to additional risks.","icon":[7,12,"c2",5,3,"c2"],"req":{"tribalism":true},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"food rations","displayName":"Food rations","desc":"Specifies how much [food] your elves are given each day.//Bigger rations will make your elves happier, while smaller ones may lead to sickness and starvation.","icon":[5,12,"c2",3,6,"c2"],"startMode":"sufficient","req":{"rules of food":true},"modes":{"none":{"name":"None","desc":"Eating food is forbidden.
    Your elves will start to starve.","id":"none","num":0},"meager":{"name":"Meager","desc":"Your elves receive half a portion per day.","id":"meager","num":1},"sufficient":{"name":"Sufficient","desc":"Your elves receive a full portion per day.","id":"sufficient","num":2},"plentiful":{"name":"Plentiful","desc":"Your elves receive a portion and a half per day.","id":"plentiful","num":3}},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"water rations","displayName":"Water rations","desc":"Specifies how much [water] your elves are given each day.//Bigger rations will make your elves happier, while smaller ones may lead to sickness and dehydration.","icon":[5,12,"c2",7,6,"c2"],"startMode":"sufficient","req":{"rules of food":true},"modes":{"none":{"name":"None","desc":"Drinking water is forbidden.
    Your elves will start to die from dehydration.","id":"none","num":0},"meager":{"name":"Meager","desc":"Your elves receive half a portion per day.","id":"meager","num":1},"sufficient":{"name":"Sufficient","desc":"Your elves receive a full portion per day.","id":"sufficient","num":2},"plentiful":{"name":"Plentiful","desc":"Your elves receive a portion and a half per day.","id":"plentiful","num":3}},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"eat spoiled food","displayName":"Eat spoiled food","desc":"Your elves will eat [spoiled food] when other [food] gets scarce, with dire consequences for health and morale.","icon":[6,12,"c2",3,7,"c2"],"startMode":"on","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"drink muddy water","displayName":"Drink muddy water","desc":"Your elves will drink [muddy water] when clean [water] gets scarce, with dire consequences for health and morale.","icon":[6,12,"c2",8,6,"c2"],"startMode":"on","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"insects as food","displayName":"Insects as food","desc":"[bugs] now count as [food], although most elves find them unpalatable.","icon":[6,12,"c2",12,19,"c2"],"req":{"rules of food":true},"category":"food","effects":[{"type":"make part of","what":["bugs"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["bugs"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"eat raw meat and fish","displayName":"Eat raw meat and fish","desc":"[meat] and [seafood] are eaten raw, which may be unhealthy.","icon":[6,12,"c2",5,7,"c2"],"startMode":"on","req":{"rules of food":true},"category":"food","effects":[{"type":"make part of","what":["meat","seafood"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["meat","seafood"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"fertility rituals","displayName":"Fertility rituals","desc":"Increases birth rates by 20%. Consumes 1 [faith] every 40 days; will stop if you run out.","icon":[8,12,"c2",2,3,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"harvest rituals","displayName":"Harvest rituals","desc":"Improves the speed of [gatherer]s, [hunter]s and [fisher]s by 10%. Consumes 1 [faith] every 40 days; will stop if you run out. //mo' food","icon":[8,12,"c2",4,7,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"flower rituals","displayName":"Flower rituals","desc":"Elves get sick slower and recover faster. Consumes 1 [faith] every 40 days; will stop if you run out.","icon":[8,12,"c2",4,5,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"wisdom rituals","displayName":"Wisdom rituals","desc":"Improves [dreamer] and [storyteller] efficiency by 10%. Consumes 1 [faith] every 40 days; will stop if you run out.","icon":[8,12,"c2",8,5,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"population control","displayName":"Population control","desc":"Set rules on how many children your elves are allowed to have.","icon":[4,12,"c2",2,3,"c2"],"startMode":"normal","req":{"tribalism":true},"modes":{"forbidden":{"name":"Forbidden","desc":"Your elves are not allowed to make children.//Your population will not grow.","id":"forbidden","num":0},"limited":{"name":"Limited","desc":"Your elves are only allowed to have one child.//Your population will grow slowly.","id":"limited","num":1},"normal":{"name":"Normal","desc":"You have no specific rules regarding children.//Your population will grow normally.","id":"normal","num":2}},"category":"population","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"mental balance","displayName":"Mental balance","desc":"Enabling this ritual will move the penalty for low [happiness] level from -100 to -120% and change the bonus to make it activate at 90% instead of 100%. However, this ritual requires way more [faith] compared to normal rituals. //Enabling this ritual reduces the efficiency of [soothsayer]s and [druid]s by 20% while active. //Be aware that this ritual is very fragile, as it will lose its power whenever your [faith] goes below one third of your [spirituality].","icon":[8,12,"c2",24,0,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","effects":[{"type":"function"}],"effectsOff":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"eat on gather","displayName":"Eat on gather","desc":"Your elves will eat a lot of [food] right after gathering, meaning that a very small portion of food will be shared with others. It may lead to increased [happiness] at the cost of slow starvation, but lowers the rate of [spoiled food]. @this policy cannot bring [happiness] level over 100% and will only provide [happiness] once it is lower than a specific amount. Note that if your food or water rations are set to Plentiful, this policy disables automatically.","icon":[5,12,26,0,"c2"],"startMode":"off","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"creative foraging","displayName":"Creative foraging","desc":"@[gatherer]s will explore terrain just like [wanderer]s but have a much larger chance to become lost in terrain. This policy will work until you get some land explored. //It doesn't affect the food gathering efficiency of [gatherer]s. //To keep this policy active, you will need 1 [creativity] every year. Once you get 80 [land], [creative foraging] will stop taking [creativity].","icon":[25,0,"c2"],"startMode":"off","req":{},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18}],"techs":[{"name":"tribalism","displayName":"Tribalism","desc":"@unlocks the [gatherer]@provides 5 [authority]<>Taking its roots in wild animal packs, [tribalism] is the organization of individuals into simple social structures with little hierarchy.","icon":[0,1,"c2"],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["stone-knapping","hunting","fishing","scavenging","rules of food","ritual necrophagy","culture of moderation","joy of eating","where am i?","policies","consumption stability","unstable eating habits","dry throats","joy of drinking","drinking stability","unstable drinking habits","unstable consumption habits","art of death","royal treatment","belongings preservance","carcass-looting","dreaming","branching wisdom"],"effects":[{"type":"provide res","what":{"authority":5}},{"type":"show res","what":["influence"]},{"type":"show context","what":["gather"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"speech","displayName":"Speech","desc":"@unlocks the [dreamer] and [wanderer]@provides 50 [wisdom] @provides 20 [quick-wittinity]<>[speech], in its most primitive form, is a series of groans and grunts that makes it possible to communicate things, events, and concepts.","icon":[1,1,"c2"],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["language"],"effects":[{"type":"provide res","what":{"wisdom":50}},{"type":"provide res","what":{"quick-wittinity":25}},{"type":"show res","what":["discernment"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"language","displayName":"Language","desc":"@provides 30 [inspiration]@provides 30 [wisdom] @provides 15 [quick-wittinity]<>[language] improves on [speech] by combining complex grammar with a rich vocabulary, allowing for better communication and the first signs of culture.
    //I thought elves had their language before you came here...or maybe that was just my mistake.","icon":[2,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":12,"chance":3,"req":{"speech":true},"tutorialMesg":["tutorial","This plane feels more harsh. It is harder to progress than it was with humanity. Also, a weird feeling seems to be striking you often in this world...",[8,4,"c2"]],"precededBy":["speech"],"leadsTo":["oral tradition 1/2","oral tradition 2/2","scouting","sedentism","hunting","fear of death","acceptance of death","herbalism","upscale","writing","druidism","death scepticism"],"effects":[{"type":"provide res","what":{"inspiration":30,"wisdom":30,"quick-wittinity":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"oral tradition 1/2","displayName":"Oral tradition 1/2","desc":"@Makes your elves start thinking about culture @provides 10 [inspiration]@provides 10 [wisdom]@provides 5 [quick-wittinity]<>Oral tradition emerges when the members of a tribe gather at night to talk about their day. Stories, ideas, and myths are all shared and passed on from generation to generation. //Get [oral tradition 2/2] to unlock [storyteller].
    //Time for a story now, i suppose","icon":[27,3,"magixmod",5,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":24,"req":{"language":true},"precededBy":["language"],"leadsTo":["oral tradition 2/2","plant lore","primary time measure","message memory","cold heart","hot heart","neutral heart","fluid heart"],"effects":[{"type":"provide res","what":{"inspiration":10,"wisdom":10,"quick-wittinity":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"oral tradition 2/2","displayName":"Oral tradition 2/2","desc":"@unlocks the [storyteller]@provides 10 [inspiration]@provides 10 [wisdom]@provides 5 [quick-wittinity]<>Oral tradition emerges when the members of a tribe gather at night to talk about their day. Stories, ideas, and myths are all shared and passed on from generation to generation.
    //Let's finish those unfinished stories...","icon":[27,2,"magixmod",5,1,"c2"],"type":"tech","cost":{"discernment":21,"creativity":3},"category":"tier1","startWith":0,"tier":48,"req":{"language":true,"oral tradition 1/2":true},"tutorialMesg":["tutorial","You need the battery of discoveries charged for each research roll and reroll. With some ascension bonuses, you can make the battery charge faster or require less charge as cost.",[8,0,"c2"]],"precededBy":["language","oral tradition 1/2"],"leadsTo":["ritualism","symbolism","bellwethers","intuition","belief in the beforelife","belief in the afterlife","maths","maths II","spark'o religion","symbI","symbN"],"effects":[{"type":"provide res","what":{"inspiration":10,"wisdom":10,"quick-wittinity":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"stone-knapping","displayName":"Stone-knapping","desc":"@unlocks [artisan]s, which can create [knapped tools]<>[stone-knapping] allows you to make your very first tools - simple rocks that have been smashed against each other to fashion rather crude cleavers, choppers, and hand axes.//Tools have little use by themselves, but may be used in many other industries.","icon":[3,1,"c2"],"type":"tech","cost":{"discernment":5,"creativity":7},"category":"tier1","startWith":0,"tier":12,"chance":3,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["tool-making","sedentism","digging","woodcutting","healing","bone-working","fire-making","carving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"tool-making","displayName":"Tool-making","desc":"@[artisan]s can now create [stone tools]<>With proper [tool-making], new procedures arise to craft a multitude of specialized tools out of cheap materials. These include hammers, knives, and axes.","icon":[4,1,"c2"],"type":"tech","cost":{"creativity":6,"discernment":6},"category":"tier1","startWith":0,"tier":36,"chance":3,"req":{"stone-knapping":true,"carving":true},"precededBy":["stone-knapping","carving"],"leadsTo":["basket-weaving","scouting","canoes","building","well-digging","spears","sewing","gem-cutting","pottery","ground tools","knitting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"basket-weaving","displayName":"Basket-weaving","desc":"@[artisan]s can now craft [basket]s<>Baskets are a cheap, if flimsy means of storing food.","icon":[7,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":48,"req":{"tool-making":true},"precededBy":["tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"scouting","displayName":"Scouting","desc":"@unlocks [scout]s, which can discover new territory<>The [scout] is an intrepid traveler equipped to deal with the unknown.//Getting this increases the exploration cap by a little bit. //Do not forget to take a compass...wait, do we have compasses? WHAT IS A COMPASS!!? ","icon":[24,7,"c2"],"type":"tech","cost":{"discernment":20,"creativity":4},"category":"tier1","startWith":0,"tier":72,"chance":2,"req":{"tool-making":true,"language":true,"intuition":true},"tutorialMesg":["story2","You wonder where you are but tall trees and dense bushes do not tell you much. You look at the sky, which darker than blue you know from your reality...wait, reality? You try to touch your ears to check if you are an elf too but you are a human...but you still do not know why elves decided to pick you as their ruler. After all, the fact that you aren't an elf just like them seems pretty important. Everything feels weird.",[33,0,"c2"]],"precededBy":["tool-making","language","intuition"],"leadsTo":["tile inspection","basic mapping"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"canoes","displayName":"Canoes","desc":"@allows exploration through ocean shores (rafts do not exist here). @Note, however, that canoes will be slower in the Tundra, Swamplands, Jungle, and Boreal forest biomes <>It doesn't look like a beach to me though...","icon":[26,7,"c2"],"type":"tech","cost":{"discernment":15,"creativity":2,"influence":1},"category":"tier1","startWith":0,"tier":72,"req":{"tool-making":true,"woodcutting":true},"tutorialMesg":["story1","You feel that wind sometimes blows down in this world instead at the sides, just like increased gravity. It feels like some pressure. You see a bird having a hard time flying while the wind blows vertically...you try to ask one of your elves about it but they cannot produce an answer for you...yet.",[33,1,"c2"]],"precededBy":["tool-making","woodcutting"],"leadsTo":["boat building"],"effects":[{"type":"allow","what":["shore exploring"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"boat building","displayName":"Boat building","desc":"@allows full ocean exploring.<>Unlocks [boat]s, which will allow you to explore oceans. Also unlocks new modes for [wanderer]s and [scout]s. //Let the voyage begin...again. Just take a seat!","icon":[28,7,"c2"],"type":"tech","cost":{"discernment":60,"creativity":30},"category":"tier1","startWith":0,"tier":654,"req":{"canoes":true,"carpentry":true,"intuition":true,"construction":true},"precededBy":["canoes","carpentry","intuition","construction"],"effects":[{"type":"allow","what":["ocean exploring"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"sedentism","displayName":"Sedentism","desc":"@unlocks [mire shelter]s and [branch shelter]s<>To stay in one place when food is scarce is a bold gamble, especially to those without knowledge of agriculture.","icon":[8,1,"c2"],"type":"tech","cost":{"discernment":30},"category":"tier1","startWith":0,"tier":72,"chance":3,"req":{"stone-knapping":true,"digging":true,"language":true,"intuition":true},"precededBy":["stone-knapping","digging","language","intuition"],"leadsTo":["building","stockpiling","well-digging","code of law"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"building","displayName":"Building","desc":"@unlocks [hut]s@unlocks [stockpile]s (with [stockpiling])<>The [building,Hut] is only slightly more sophisticated than simple shelters, but is more spacious and can withstand wear longer. //Let's build a treehouse!","icon":[9,1,"c2"],"type":"tech","cost":{"discernment":34,"creativity":8},"category":"tier1","startWith":0,"tier":138,"chance":3,"req":{"sedentism":true,"tool-making":true,"intuition":true},"precededBy":["sedentism","tool-making","intuition"],"leadsTo":["cities","smelting","mining","quarrying","masonry","carpentry","aiming"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"cities","displayName":"Cities","desc":"@unlocks [hovel]s
    //Villages are good too","icon":[29,7,"c2"],"type":"tech","cost":{"discernment":25,"creativity":5},"category":"tier1","startWith":0,"tier":168,"req":{"building":true,"intuition":true},"precededBy":["building","intuition"],"leadsTo":["construction","city planning","guilds","upscale"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"construction","displayName":"Construction","desc":"@unlocks [house]s@unlocks [warehouse]s (with [stockpiling])<>This one refers to actual construction","icon":[30,7,"c2"],"type":"tech","cost":{"discernment":30,"creativity":6},"category":"tier1","startWith":0,"tier":546,"chance":3,"req":{"cities":true,"masonry":true,"carpentry":true,"quarrying":true,"construction-planning":true},"tutorialMesg":["story1","You think about setting up a modern factory here. However, elves may have other plans. You'd like to talk about it for your elves but they do not know yet what a factory even is.",[33,4,"c2"]],"precededBy":["cities","masonry","carpentry","quarrying","construction-planning"],"leadsTo":["boat building","city planning","guilds","monument-building","water construction","cart1","cart2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"city planning","displayName":"City planning","desc":"@unlocks [architect]s","icon":[22,8,"c2"],"type":"tech","cost":{"discernment":25,"gentility":5},"category":"tier1","startWith":0,"tier":576,"req":{"construction":true,"cities":true,"intuition":true,"caligraphy":true},"precededBy":["construction","cities","intuition","caligraphy"],"leadsTo":["maths II","gardening"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"guilds","displayName":"Guilds","desc":"@unlocks [guild quarters], which can house some [worker]s","icon":[23,8,"c2"],"type":"tech","cost":{"discernment":24,"gentility":12},"category":"tier1","startWith":0,"tier":684,"req":{"cities":true,"construction":true,"code of law":true},"precededBy":["cities","construction","code of law"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"stockpiling","displayName":"Stockpiling","desc":"@unlocks [storage pit]s<>The foresight to store sustenance and materials ahead of time can make or break a budding civilization.","icon":[10,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":84,"chance":2,"req":{"sedentism":true},"precededBy":["sedentism"],"leadsTo":["curing"],"effects":[{"type":"show res","what":["food storage"]},{"type":"show res","what":["material storage"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"digging","displayName":"Digging","desc":"@unlocks [digger]s@paves the way for simple buildings<>The earth is full of riches - to those who can find them. //Diggy, diggy, hole","icon":[11,1,"c2"],"type":"tech","cost":{"discernment":15,"creativity":3},"category":"tier1","startWith":0,"tier":30,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["sedentism","well-digging","burial","mining","quarrying","pottery","dtt1","dtt2"],"effects":[{"type":"show context","what":["dig"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"well-digging","displayName":"Well-digging","desc":"@unlocks [well]s<>It takes some thinking to figure out that water can be found if you dig deep enough.//It takes a lot of bravery, however, to find out if it is safe enough to drink.","icon":[22,7,"c2"],"type":"tech","cost":{"discernment":15,"creativity":3},"category":"tier1","startWith":0,"tier":114,"req":{"digging":true,"sedentism":true,"tool-making":true},"precededBy":["digging","sedentism","tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"woodcutting","displayName":"Woodcutting","desc":"@unlocks [woodcutter]s//chopchopchop","icon":[23,5,"c2"],"type":"tech","cost":{"discernment":15,"creativity":3},"category":"tier1","startWith":0,"tier":30,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["canoes","carpentry"],"effects":[{"type":"show context","what":["chop"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"plant lore","displayName":"Plant lore","desc":"@[gatherer]s find more [herb]s and [fruit]s<>The knowledge of which plants are good to eat and which mean certain death is slow and perilous to learn.
    //There are a whole lot of unique plant types and categories, so this tech won't let you learn about them all at once, friend.","icon":[23,7,"c2"],"type":"tech","cost":{"discernment":10,"creativity":1,"gentility":1},"category":"upgrade","startWith":0,"tier":36,"req":{"oral tradition 1/2":true},"precededBy":["oral tradition 1/2"],"leadsTo":["healing","tile inspection","plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"healing","displayName":"Healing","desc":"@unlocks [healer]s
    //A hospital somewhere around here would be way better idea, but that seems way too hard.","icon":[25,7,"c2"],"type":"tech","cost":{"discernment":20,"creativity":4},"category":"tier1","startWith":0,"tier":72,"chance":2,"req":{"plant lore":true,"stone-knapping":true,"intuition":true},"precededBy":["plant lore","stone-knapping","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"ritualism","displayName":"Ritualism","desc":"@provides 10 [spirituality]@unlocks [soothsayer]s@unlocks some ritual policies<>Simple practices, eroded and polished by time, may turn into rites and traditions.","icon":[12,1],"type":"tech","cost":{"gentility":10,"creativity":2},"category":"religion","startWith":0,"tier":60,"req":{"oral tradition 2/2":true,"spark'o religion":true},"precededBy":["oral tradition 2/2","spark'o religion"],"leadsTo":["burial","ritual necrophagy","missionary","druidism","art of death","royal treatment","belongings preservance"],"effects":[{"type":"provide res","what":{"spirituality":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"symbolism","displayName":"Symbolism","desc":"@[painter]s produce 40% more [gentility] @[dreamer]s produce 25% more [discernment] and 12.5% more [creativity] @[storyteller]s produce 20% more [gentility]@[soothsayer]s produce 20% more [faith]<>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on shapes. There are three types of [symbolism] that you can unlock!","icon":[13,1,"c2"],"type":"tech","cost":{"gentility":18,"discernment":20,"creativity":4},"category":"upgrade","startWith":0,"tier":90,"chance":10,"req":{"oral tradition 2/2":true,"intuition":true,"symbI":false,"symbN":false},"precededBy":["oral tradition 2/2","intuition"],"leadsTo":["code of law","artistic thinking","missionary","druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"burial","displayName":"Burial","desc":"@unlocks [grave]s, which provide [burial spot]s@exposed [corpse]s make elves even more unhappy<>It is the belief that there might be more to death than is first apparent that drives us to bury our deceased.","icon":[14,1,"c2"],"type":"tech","cost":{"discernment":20,"creativity":4},"category":"tier1","startWith":0,"tier":114,"chance":2,"req":{"ritualism":true,"digging":true},"precededBy":["ritualism","digging"],"leadsTo":["monument-building","bII(normal)","bII(acceptance)"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"hunting","displayName":"Hunting","desc":"@unlocks [hunter]s<>It is a common tragedy that a creature should die so that another may survive.","icon":[15,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":24,"req":{"language":true,"tribalism":true},"precededBy":["language","tribalism"],"leadsTo":["tile inspection","htt1","htt2"],"effects":[{"type":"show context","what":["hunt"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"fishing","displayName":"Fishing","desc":"@unlocks [fisher]s<>Fishing is more than simply catching fish; it involves knowing where the fish like to gather and which ones are good to eat.//It would be wise to check whether any of your territory contains fish before investing in this technology.","icon":[25,1,"c2"],"type":"tech","cost":{"discernment":12},"category":"tier1","startWith":0,"tier":12,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["fishing hooks"],"effects":[{"type":"show context","what":["fish"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"bone-working","displayName":"Bone-working","desc":"@[artisan]s can now make [knapped tools] out of [bone]@[bone]s can now be used as [archaic building materials]<>//For some reason, it requires some power from your battery. Pressure likely has to do with that though...","icon":[22,5,"c2"],"type":"tech","cost":{"discernment":6,"battery of discoveries":18},"category":"tier1","startWith":0,"tier":36,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"effects":[{"type":"make part of","what":["bone"],"parent":"archaic building materials"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"spears","displayName":"Spears and maces","desc":"@[artisan]s can now craft [stone weapons]@unlocks new modes for [hunter]s and [fisher]s<>Using tools as weapons opens a world of possibilities, from hunting to warfare.","icon":[26,1,"c2"],"type":"tech","cost":{"discernment":21,"creativity":3},"category":"tier1","startWith":0,"tier":60,"req":{"tool-making":true},"precededBy":["tool-making"],"leadsTo":["bows","fishing hooks","aiming","ground melee weapons"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"bows","displayName":"Bows","desc":"@[artisan]s can now craft [bow]s@unlocks new modes for [hunter]s","icon":[27,1,"c2"],"type":"tech","cost":{"discernment":24},"category":"tier1","startWith":0,"tier":84,"req":{"spears":true},"precededBy":["spears"],"leadsTo":["aiming","ground ranged weapons"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"fishing hooks","displayName":"Fishing hooks","desc":"@unlocks new modes for [fisher]s","icon":[28,1,"c2"],"type":"tech","cost":{"discernment":22,"creativity":2},"category":"tier1","startWith":0,"tier":96,"req":{"fishing":true,"spears":true},"precededBy":["fishing","spears"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"fire-making","displayName":"Fire-making","desc":"@unlocks [firekeeper]s<>Fire keeps you warm and makes animal attacks much less frequent.","icon":[16,1,"c2"],"type":"tech","cost":{"discernment":32,"creativity":4},"category":"tier1","startWith":0,"tier":48,"chance":3,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["cooking","smelting","pottery","cold heart","hot heart","neutral heart","fluid heart"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"cooking","displayName":"Cooking","desc":"@[firekeeper]s can now cook [cooked meat] and [cooked seafood]<>Tossing fish and meat over a sizzling fire without reducing them to a heap of ash takes a bit of practice.","icon":[17,1,"c2"],"type":"tech","cost":{"discernment":11,"creativity":1},"category":"tier1","startWith":0,"tier":60,"req":{"fire-making":true,"rules of food":true},"precededBy":["fire-making","rules of food"],"leadsTo":["curing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"curing","displayName":"Curing","desc":"@[firekeeper]s can now prepare [cured meat] and [cured seafood] with [salt], which last much longer<>Storing food with special preparations seems to ward off rot, and comes along with the advent of delicious jerky.","icon":[27,7,"c2"],"type":"tech","cost":{"discernment":24},"category":"tier1","startWith":0,"tier":156,"req":{"cooking":true,"stockpiling":true},"precededBy":["cooking","stockpiling"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"sewing","displayName":"Sewing","desc":"@unlocks [clothier]s, who work with fabric and can sew [primitive clothes]","icon":[29,1,"c2"],"type":"tech","cost":{"discernment":27,"creativity":3},"category":"tier1","startWith":0,"tier":66,"req":{"tool-making":true},"precededBy":["tool-making"],"leadsTo":["weaving","leather-working","knitting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"weaving","displayName":"Weaving","desc":"@[clothier]s can now sew [basic clothes]","icon":[30,1,"c2"],"type":"tech","cost":{"discernment":21,"creativity":3},"category":"tier1","startWith":0,"tier":90,"req":{"sewing":true},"precededBy":["sewing"],"leadsTo":["knitting","nudist culture","strict dress code","clothing indifference","fluid dress code"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"leather-working","displayName":"Leather-working","desc":"@[clothier]s can now cure [hide]s into [leather] and use leather in cloth-making (with [weaving])","icon":[31,1,"c2"],"type":"tech","cost":{"discernment":18,"creativity":5,"gentility":1},"category":"tier1","startWith":0,"tier":90,"req":{"sewing":true},"precededBy":["sewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"smelting","displayName":"Smelting","desc":"@unlocks [furnace]s, which turn ore into metal ingots@unlocks [blacksmith workshop]s, which forge metal ingots into metal goods","icon":[26,5,"c2"],"type":"tech","cost":{"discernment":41,"creativity":7},"category":"tier1","startWith":0,"tier":222,"req":{"fire-making":true,"building":true},"precededBy":["fire-making","building"],"leadsTo":["softmetal-working","iron-working","greenold-working","primitive glass-crafting","weapon blacksmithery","armor blacksmithery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"softmetal-working","displayName":"Softmetal-working","desc":"@[furnace]s can now make [hard metal ingot]s from [olivnum ore] and [tin ore]","icon":[28,5,"c2"],"type":"tech","cost":{"discernment":72,"creativity":12},"category":"tier1","startWith":0,"tier":306,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"iron-working","displayName":"Iron-working","desc":"@[furnace]s can now make [hard metal ingot]s from [iron ore]","icon":[27,5,"c2"],"type":"tech","cost":{"discernment":30,"creativity":6},"category":"tier1","startWith":0,"tier":258,"req":{"smelting":true},"precededBy":["smelting"],"leadsTo":["steel-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"greenold-working","displayName":"Greenold-working","desc":"@[furnace]s can now make [precious metal ingot]s from [greenold ore]@[blacksmith workshop]s can now forge [greenold block]s out of [precious metal ingot]s","icon":[29,5,"c2"],"type":"tech","cost":{"discernment":40,"faith":2},"category":"tier1","startWith":0,"tier":264,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"steel-making","displayName":"Steel-making","desc":"@[furnace]s can now make [strong metal ingot]s from [iron ore] and [coal]","icon":[30,5,"c2"],"type":"tech","cost":{"discernment":46,"influence":2},"category":"tier1","startWith":0,"tier":306,"req":{"iron-working":true},"precededBy":["iron-working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"bellwethers","displayName":"Bellwethers","desc":"@unlocks [bellwether]s, which generate [influence]@provides 5 [authority]<>[bellwether]s lead to better outcomes when there is a struggle within your tribe. //ding ding ding","icon":[22,6,"c2"],"type":"tech","cost":{"discernment":18,"gentility":4,"creativity":1,"influence":1},"category":"tier1","startWith":0,"tier":72,"req":{"oral tradition 2/2":true},"precededBy":["oral tradition 2/2"],"leadsTo":["clans"],"effects":[{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"clans","displayName":"Clans","desc":"@unlocks [clan leader]s, which generate [influence]@provides 5 [authority]","icon":[23,6,"c2"],"type":"tech","cost":{"discernment":25,"creativity":2,"influence":2,"gentility":1},"category":"tier1","startWith":0,"tier":246,"req":{"bellwethers":true,"code of law":true},"precededBy":["bellwethers","code of law"],"effects":[{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"code of law","displayName":"Code of law","desc":"@provides 15 [authority]@political units will generate more [influence]
    //Paragraph 1...wait...will paragraphs exist in elvish code of law?","icon":[24,6,"c2"],"type":"tech","cost":{"discernment":20,"creativity":1,"influence":3},"category":"tier1","startWith":0,"tier":192,"req":{"symbolism":true,"sedentism":true,"writing":true},"precededBy":["symbolism","sedentism","writing"],"leadsTo":["guilds","clans","crime and punishment"],"effects":[{"type":"provide res","what":{"authority":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"mining","displayName":"Mining","desc":"@unlocks [mine]s.
    //Strike the earth with a lot of might!","icon":[24,5,"c2"],"type":"tech","cost":{"discernment":38,"creativity":4},"category":"tier1","startWith":0,"tier":180,"req":{"digging":true,"building":true},"precededBy":["digging","building"],"leadsTo":["prospecting"],"effects":[{"type":"show context","what":["mine"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"prospecting","displayName":"Prospecting","desc":"@[mine]s can now be set to mine for specific ores.","icon":[25,5,"c2"],"type":"tech","cost":{"discernment":28,"creativity":14},"category":"upgrade","startWith":0,"tier":222,"req":{"mining":true},"precededBy":["mining"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"quarrying","displayName":"Quarrying","desc":"@unlocks [quarry,Quarries]","icon":[25,6,"c2"],"type":"tech","cost":{"discernment":30,"creativity":6},"category":"tier1","startWith":0,"tier":174,"req":{"digging":true,"building":true},"precededBy":["digging","building"],"leadsTo":["construction"],"effects":[{"type":"show context","what":["quarry"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"carving","displayName":"Carving","desc":"@unlocks [carver]s, which can produce a variety of goods out of stone, wood and bone@may lead to the knowledge of better tools","icon":[26,6,"c2"],"type":"tech","cost":{"discernment":9,"creativity":3},"category":"tier1","startWith":0,"tier":24,"chance":3,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["tool-making","gem-cutting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"gem-cutting","displayName":"Gem-cutting","desc":"@[carver]s can now craft shiny [gem block]s out of [gems]//That's so sparkly!","icon":[27,6,"c2"],"type":"tech","cost":{"discernment":16,"creativity":8},"category":"tier1","startWith":0,"tier":60,"req":{"carving":true,"tool-making":true},"precededBy":["carving","tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"pottery","displayName":"Pottery","desc":"@unlocks [potter]s, which produce goods such as [pot]s out of [clay] and [mire]@unlocks [granary,Granaries] (with [stockpiling])@[digger]s find more [clay] //I love flowers so I take every pot crafted to put a plant in it","icon":[28,6,"c2"],"type":"tech","cost":{"discernment":26,"creativity":4},"category":"tier1","startWith":0,"tier":120,"req":{"fire-making":true,"digging":true,"tool-making":true},"precededBy":["fire-making","digging","tool-making"],"leadsTo":["masonry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"masonry","displayName":"Masonry","desc":"@unlocks [kiln]s, which produce a variety of goods such as [brick]s@[carver]s can now turn [stone]s into [cut stone] slowly<>//Let's build a wall, tall brick wall...wait...if there is any monster can you throw one of these to defend yourself?","icon":[29,6,"c2"],"type":"tech","cost":{"discernment":48,"creativity":6},"category":"tier1","startWith":0,"tier":258,"req":{"building":true,"pottery":true},"precededBy":["building","pottery"],"leadsTo":["construction","primitive glass-crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"carpentry","displayName":"Carpentry","desc":"@unlocks [carpenter workshop]s, which can process [log]s into [lumber] and produce materials crafted from wood@unlocks [barn]s (with [stockpiling])
    //Pink planks? Oh, I forgot that is no longer the human's universe. Sorry, my bad.","icon":[30,6,"c2"],"type":"tech","cost":{"discernment":35,"gentility":2,"creativity":5},"category":"tier1","startWith":0,"tier":198,"req":{"building":true,"woodcutting":true},"precededBy":["building","woodcutting"],"leadsTo":["boat building","construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"monument-building","displayName":"Monument-building","desc":"@unlocks the [the fortress,The Fortress], an early wonder
    //...expensive stuff","icon":[24,8,"c2"],"type":"tech","cost":{"discernment":97,"gentility":43,"creativity":46,"influence":9,"faith":3},"category":"tier1","startWith":0,"tier":816,"req":{"construction":true,"burial":true,"belief in the afterlife":true},"tutorialMesg":["story2","You want to constuct a wonder. However, a lot of excavation is needed.",[33,3,"c2"]],"precededBy":["construction","burial","belief in the afterlife"],"leadsTo":["second upscale"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"a power of the fortress","displayName":"A power of the fortress","desc":"Your Fortress power will improve many aspects of life if its power is increased. You currently have no evolution bonuses.","icon":[4,12,"magixmod",24,9,"c2"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["plant lore II","developed creativity","wizardry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"primary intuition","displayName":"Primary intuition","desc":"[primary intuition] is an important key for some researches. However, if [population,elves] will expand their intuition, they should be able to think about further, more complicated researching. //Having just [primary intuition] allows you to research up to [oral tradition 2/2,Oral tradition]. More complicated researches like sewing and crafting can be unlocked only with \\"secondary\\" [intuition].","icon":[27,10,"c2"],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["water courage"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"aiming","displayName":"Aiming","desc":"Teach your [hunter]s and [fisher]s how to be more accurate. The problem was that hunters were shooting arrows from bows and just trying their luck. Same with spear throwing.<>However, improved accuarcy will increase the chances of good aim, meaning that Bow hunting and Spear hunting/fishing become faster.","icon":[25,8,"c2"],"type":"tech","cost":{"discernment":24,"creativity":12},"category":"tier1","startWith":0,"tier":222,"req":{"spears":true,"bows":true,"building":true},"precededBy":["spears","bows","building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":72},{"name":"herbalism","displayName":"Herbalism","desc":"[gatherer]s can now gather some [herb]s in small amounts.
    //But it still just looks like plain grass!","icon":[22,10,"c2"],"type":"tech","cost":{"discernment":9,"creativity":3},"category":"tier1","startWith":0,"tier":24,"req":{"language":true},"precededBy":["language"],"leadsTo":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":73},{"name":"tile inspection","displayName":"Tile inspection","desc":"@From now on, you can inspect discovered tiles in you Territory tab by clicking on them. //@You can see goods and their density on the tile. @You can also inspect newly discovered tiles and get full info about its goods. @However, you still can't see exactly how many of a resource you have within your territory!","icon":[29,10,"c2"],"type":"tech","cost":{"discernment":20,"gentility":18,"creativity":10},"category":"tier1","startWith":0,"tier":156,"req":{"intuition":true,"scouting":true,"plant lore":true,"hunting":true},"precededBy":["intuition","scouting","plant lore","hunting"],"leadsTo":["tile inspection II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":77},{"name":"time measuring 1/2","displayName":"Time measuring 1/2","desc":"Elves know how to measure time. Getting this will let you see what year it is in your tribe! Also allows to see when temporary traits will expire. //To see days as well, you'll need to wait some more.","icon":[27,3,"magixmod",25,12,"c2"],"type":"tech","cost":{"discernment":60,"creativity":12},"category":"tier1","startWith":0,"tier":756,"chance":10,"req":{"maths II":true,"primary time measure":true},"precededBy":["maths II","primary time measure"],"leadsTo":["time measuring 2/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":86},{"name":"maths","displayName":"Maths","desc":"@[population,Elves] will know basic math, making them more intelligent and giving them a chance to be good at more advanced technologies. @allows for noting small, basic numbers. //Is x really divisible by y?","icon":[26,12,"c2"],"type":"tech","cost":{"creativity":6,"discernment":12},"category":"tier1","startWith":0,"tier":84,"req":{"oral tradition 2/2":true,"writing":true},"precededBy":["oral tradition 2/2","writing"],"leadsTo":["tile inspection II","maths II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":88},{"name":"maths II","displayName":"Maths II","desc":"@[population,Elves] will know more a little more advanced math, making them even more intelligent. @Your [population,elves] have a larger chance to understand more advanced things. @improves your civilization's numeral system","icon":[3,13,"c2",26,13,"c2"],"type":"tech","cost":{"creativity":42,"discernment":12},"category":"tier1","startWith":0,"tier":684,"req":{"oral tradition 2/2":true,"maths":true,"city planning":true},"precededBy":["oral tradition 2/2","maths","city planning"],"leadsTo":["time measuring 1/2","knowledge-rise"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":89},{"name":"writing","displayName":"Writing","desc":"Elves can write, at least. Because they do not have any paper yet, they will write on stones, logs, and other nearby objects. Learning [writing] is required to unlock further researches.//Provides 5 [quick-wittinity]
    //Writing the A letter, then G, after that an A, then write I and N at the end.","icon":[27,8,"c2"],"type":"tech","cost":{"discernment":6,"creativity":12},"category":"tier1","startWith":0,"tier":30,"req":{"language":true},"precededBy":["language"],"leadsTo":["code of law","tile inspection II","maths","caligraphy","construction-planning","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":90},{"name":"caligraphy","displayName":"Caligraphy","desc":"Your elves can write but their characters are hard to be read. This technology will be a pass for things like [city planning].
    //Now that HELLO AGAIN is readable...","icon":[26,9,"c2"],"type":"tech","cost":{"discernment":30,"gentility":9,"creativity":15},"category":"tier1","startWith":0,"tier":84,"req":{"writing":true},"tutorialMesg":["story1","You glance at your undefined for a while. Everything seems harsh, yet your will of conquering this seemingly never-ending wilderness never seems to fade away."],"precededBy":["writing"],"leadsTo":["city planning","alphabet 1/3","construction-planning","message memory","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":91},{"name":"alphabet 1/3","displayName":"Alphabet 1/3","desc":"Make elves set up their own alphabet. This is needed to unlock more advanced concepts and to understand more! //Provides 5 [quick-wittinity].","icon":[28,27,"magixmod",23,13,"c2"],"type":"tech","cost":{"discernment":30,"creativity":6},"category":"tier1","startWith":0,"tier":120,"req":{"caligraphy":true},"precededBy":["caligraphy"],"leadsTo":["tile inspection II","alphabet 2/3","basic mapping"],"effects":[{"type":"provide res","what":{"quick-wittinity":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":92},{"name":"alphabet 2/3","displayName":"Alphabet 2/3","desc":"Improves the set of characters in the alphabet of your elves. //Provides 5 [quick-wittinity] and 15 [wisdom].//May lead to the existence of native languages.","icon":[27,27,"magixmod",24,13,"c2"],"type":"tech","cost":{"discernment":250,"gentility":50},"category":"tier1","startWith":0,"tier":420,"req":{"alphabet 1/3":true,"second upscale":true},"precededBy":["alphabet 1/3","second upscale"],"leadsTo":["alphabet 3/3","map details","philosophy"],"effects":[{"type":"provide res","what":{"quick-wittinity":5,"wisdom":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":93},{"name":"alphabet 3/3","displayName":"Alphabet 3/3","desc":"Expands the amount of characters in your elves's language even more!","icon":[26,27,"magixmod",25,13,"c2"],"type":"tech","cost":{"discernment":1100,"gentility":70,"wisdom":40,"faith":10},"category":"tier1","startWith":0,"tier":1640,"req":{"alphabet 2/3":true,"artistic thinking":true},"precededBy":["alphabet 2/3","artistic thinking"],"leadsTo":["advanced mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":94},{"name":"construction-planning","displayName":"Construction-planning","desc":"@leads to [construction] and provides 5 [wisdom]","icon":[26,8,"c2"],"type":"tech","cost":{"creativity":20,"gentility":12,"discernment":22},"category":"tier1","startWith":0,"tier":138,"chance":3,"req":{"writing":true,"caligraphy":true,"intuition":true},"precededBy":["writing","caligraphy","intuition"],"leadsTo":["construction"],"effects":[{"type":"provide res","what":{"wisdom":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":95},{"name":"message memory","displayName":"Message memory","desc":"@your message history will be increased from 25 to 50","icon":[30,12,"c2"],"type":"tech","cost":{"gentility":18,"discernment":12},"category":"tier1","startWith":0,"tier":126,"chance":7,"req":{"oral tradition 1/2":true,"caligraphy":true},"precededBy":["oral tradition 1/2","caligraphy"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":97},{"name":"wizard wisdom","displayName":"Wizard wisdom","desc":"Now you can hire [Wizard]s to improve your tribe. You will gain 2 [wisdom] points for every 5 [Wizard]s. //wisdom+=0.5...oh wait it is 1 per 3 oops","icon":[23,10,"c2"],"type":"tech","cost":{"discernment":36,"influence":18,"gentility":36,"creativity":24},"category":"tier1","startWith":0,"tier":246,"req":{"wizardry":true},"tutorialMesg":["story1","Looks like magic in this world also exists, but it appears to be more arcane than with humans...",[24,8,"magixmod"]],"precededBy":["wizardry"],"leadsTo":["wizard wisdom II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":98},{"name":"knitting","displayName":"Knitting","desc":"Knitting is a method by which yarn is manipulated to create a textile or fabric. It is used in many types of garments. //@[clothier]s are 8% more efficient in all modes.","icon":[26,11,"c2"],"type":"tech","cost":{"discernment":39,"creativity":15},"category":"tier1","startWith":0,"tier":144,"req":{"tool-making":true,"sewing":true,"weaving":true},"precededBy":["tool-making","sewing","weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":99},{"name":"basic mapping","displayName":"Basic mapping","desc":"@Allows Exploration units to travel more. They become more advanced and may explore further lands. // Increases the exploration cap.","icon":[28,13,"c2"],"type":"tech","cost":{"discernment":48,"creativity":6},"category":"tier1","startWith":0,"tier":234,"req":{"scouting":true,"writing":true,"caligraphy":true,"alphabet 1/3":true},"precededBy":["scouting","writing","caligraphy","alphabet 1/3"],"leadsTo":["map details"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":100},{"name":"map details","displayName":"Map details","desc":"@Allows Exploration units to travel and explore even more. They become more advanced and may explore further lands. // Increases the exploration cap.","icon":[29,13,"c2"],"type":"tech","cost":{"discernment":104,"creativity":16},"category":"tier1","startWith":0,"tier":654,"req":{"basic mapping":true,"alphabet 2/3":true},"precededBy":["basic mapping","alphabet 2/3"],"leadsTo":["advanced mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":101},{"name":"advanced mapping","displayName":"Advanced mapping","desc":"@Allows Exploration units to travel and explore even more. They become more advanced and may explore further lands. // Removes the exploration cap.","icon":[30,13,"c2"],"type":"tech","cost":{"discernment":660,"creativity":48},"category":"tier1","startWith":0,"tier":2582,"req":{"map details":true,"alphabet 3/3":true},"precededBy":["map details","alphabet 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":102},{"name":"primitive glass-crafting","displayName":"Primitive glass-crafting","desc":"Your [kiln]s will be able to craft [glass] out of [sand]. //A window to the world...wait...it's near impossible to see any beautiful landscape here. Maybe not.","icon":[28,12,"c2"],"type":"tech","cost":{"creativity":30},"category":"tier1","startWith":0,"tier":336,"req":{"masonry":true,"smelting":true},"precededBy":["masonry","smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":105},{"name":"missionary","displayName":"Missionary","desc":"@unlocks [druidish travellers team] //Send religious tribe to spread your religion and ideas to as much of elves as possible and explore the world at the same time merging with Mother Nature. Also, each [soothsayer] gains 25% more faith but, from now on, they will have limit of one per 10 [population]//Hey! Do not consider it as profanation. It is not like that...","icon":[28,14,"c2"],"type":"tech","cost":{"faith":10,"creativity":12,"discernment":2},"category":"tier1","startWith":0,"tier":126,"req":{"ritualism":true,"symbolism":true,"belief in the afterlife":true},"precededBy":["ritualism","symbolism","belief in the afterlife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":106},{"name":"druidism","displayName":"Druidism","desc":"@unlocks [druid]s, who gather more [faith] and [happiness] than [soothsayer]s (although with a limit) //Nature sometimes can be swift and terrible. Keep that in mind, my friend.","icon":[27,14,"c2"],"type":"tech","cost":{"faith":8,"discernment":24,"gentility":18},"category":"tier1","startWith":0,"tier":152,"req":{"ritualism":true,"symbolism":true,"language":true},"tutorialMesg":["story1","These elves really do live long here. However, the wind is pressing down harshly. You decided to call this wind \\"Pressure\\" because they say it is more than just a wind.",[2,11,"c2"]],"precededBy":["ritualism","symbolism","language"],"leadsTo":["druidsymbolism1","druidsymbolism2","druidsymbolism3","gardening"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":107},{"name":"philosophy","displayName":"Philosophy","desc":"Provides 75 [wisdom] and 30 [quick-wittinity] for free. //Also increases the [symbolism] bonus for [dreamer]s from 40 to 45%. //Many elves start wondering why things aren't different than they are.","icon":[29,14,"c2"],"type":"tech","cost":{"discernment":135,"creativity":70,"gentility":35},"category":"tier1","startWith":0,"tier":660,"req":{"alphabet 2/3":true},"precededBy":["alphabet 2/3"],"leadsTo":["developed creativity","bII(normal)","bII(acceptance)"],"effects":[{"type":"provide res","what":{"wisdom":75,"quick-wittinity":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":108},{"name":"water construction","displayName":"Water construction","desc":"@unlocks [shelter on water,Shelters on water]","icon":[24,15,"c2"],"type":"tech","cost":{"discernment":70,"creativity":40},"category":"tier1","startWith":0,"tier":656,"chance":10,"req":{"construction":true,"developed creativity":true},"precededBy":["construction","developed creativity"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":114},{"name":"crime and punishment","displayName":"Crime and punishment","desc":"@provides more detailed laws related to criminals in your civilization. @you may unlock other variations of this research depending on your civilization's relation to death. @this variation predicts moderate punishments for various crimes such as robbery, murder. @for the biggest crimes, one can get sentenced to death.","icon":[30,34,"magixmod",22,1,"c2"],"type":"tech","cost":{"influence":24,"creativity":12},"category":"knowledge","startWith":0,"tier":228,"chance":200,"req":{"code of law":true},"precededBy":["code of law"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":130},{"name":"wizardry","displayName":"Wizardry","desc":"@Some sort of weird, uncommon elves will now arrive in your tribe. They are called Wizards and behave quite strangely sometimes. From now, wizardry and essences will start to appear. Get [wizard wisdom] so you can hire some of these strange elves. //This is a good thing :>","icon":[24,14,"c2"],"type":"tech","cost":{"discernment":106,"faith":10,"gentility":16},"category":"tier1","startWith":0,"tier":132,"req":{"a power of the fortress":true,"developed creativity":true},"precededBy":["a power of the fortress","developed creativity"],"leadsTo":["wizard wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":147},{"name":"weapon blacksmithery","displayName":"Weapon blacksmithery","desc":"[blacksmith workshop,Blacksmiths] can now craft [metal weapons].","icon":[13,11,"magixmod",22,1,"c2"],"type":"tech","cost":{"discernment":54,"creativity":36},"category":"tier1","startWith":0,"tier":312,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":158},{"name":"armor blacksmithery","displayName":"Armor blacksmithery","desc":"[blacksmith workshop,Blacksmiths] can now craft [armor set]s.","icon":[12,11,"magixmod",22,1,"c2"],"type":"tech","cost":{"discernment":54,"creativity":36},"category":"tier1","startWith":0,"tier":312,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":159},{"name":"bII(normal)","displayName":"Burial II","desc":"@Reduces the bad effects of [fear of death] and [belief in revenants] by 5%. <>@Funeral cerermonies are more common. @provides 30 [inspiration]","icon":[3,13,"c2",24,16,"c2",22,1,"c2"],"type":"tech","cost":{"discernment":195,"creativity":85,"gentility":50},"category":"tier1","startWith":0,"tier":1092,"chance":15,"req":{"burial":true,"philosophy":true,"bII(acceptance)":false},"precededBy":["burial","philosophy"],"effects":[{"type":"provide res","what":{"inspiration":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":162},{"name":"bII(acceptance)","displayName":"Burial II","desc":"@Increases the positive effects of [acceptance of death] by 5%. <>@Funeral cerermonies are more common. @provides 30 [inspiration]","icon":[3,13,"c2",24,16,"c2",24,1,"c2"],"type":"tech","cost":{"discernment":195,"creativity":85,"gentility":50},"category":"tier1","startWith":0,"tier":1092,"chance":15,"req":{"burial":true,"philosophy":true,"bII(acceptance)":false},"precededBy":["burial","philosophy"],"effects":[{"type":"provide res","what":{"inspiration":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":163},{"name":"symbI","displayName":"Symbolism","desc":"@[dreamer]s produce 25% more [discernment] and 12.5% more [creativity] @rolling researches will require a third less of [discernment,Essentials] (excluding your [battery of discoveries,Battery power]) if the number of your technologies ends with 0. @gaining traits will provide 1 [gentility] @obtaining techs refunds 1 [discernment] for every 150 [discernment] spent on research. <>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on colours. There are three types of [symbI] that you can unlock!","icon":[28,17,"c2"],"type":"tech","cost":{"gentility":18,"discernment":20,"creativity":4},"category":"upgrade","startWith":0,"tier":90,"chance":10,"req":{"oral tradition 2/2":true,"intuition":true,"symbolism":false,"symbN":false},"precededBy":["oral tradition 2/2","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":167},{"name":"symbN","displayName":"Symbolism","desc":"This bonus relies on the number of total technologies that you end with. @if it ends with 3 you won't need [gentility] while rolling/rerolling researches. @if it ends with 7 it will require half as much [discernment]. @if it ends with 1 it will require 5% less [battery of discoveries,Battery] power @if it ends with 0 it won't require [discernment] at all<>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on numbers. There are three types of [symbN] that you can unlock!","icon":[27,17,"c2"],"type":"tech","cost":{"gentility":18,"discernment":20,"creativity":4},"category":"upgrade","startWith":0,"tier":90,"chance":10,"req":{"oral tradition 2/2":true,"intuition":true,"symbolism":false,"symbI":false},"precededBy":["oral tradition 2/2","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":168},{"name":"wizard wisdom II","displayName":"Wizard wisdom II","desc":"Wizards will also produce 5% as much [insight] as a basic [dreamer] now. //i suppose insight is important for wizards as well","icon":[3,13,"c2",23,10,"c2"],"type":"tech","cost":{"discernment":200,"faith":10,"gentility":24},"category":"tier1","startWith":0,"tier":480,"req":{"wizard wisdom":true},"precededBy":["wizard wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":169}],"traits":[{"name":"water courage","displayName":"Water courage","desc":"Elves will become less afraid of water. //Obtaining this knowledge trait will allow elves to eventually use boats as a way to travel or explore the mysterious world filled with secrets within.
    //So elves are hydrophobic?","icon":[29,9,"c2"],"type":"trait","cost":{"creativity":1},"category":"knowledge","startWith":0,"tier":1,"chance":1,"req":{"primary intuition":true},"precededBy":["primary intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"intuition","displayName":"Intuition","desc":"[intuition] opens a way to more complex researching. Researches related to crafting, building, planning, and other related ideas can be \\"on-plan\\" from now on.
    //I think a merge of human and elf may give us a genius...","icon":[28,10,"c2"],"type":"trait","cost":{"gentility":2,"discernment":3,"creativity":6},"category":"culture","startWith":0,"tier":11,"chance":1.75,"req":{"oral tradition 2/2":true},"precededBy":["oral tradition 2/2"],"leadsTo":["scouting","boat building","sedentism","building","cities","city planning","healing","symbolism","tile inspection","construction-planning","symbI","symbN"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"scavenging","displayName":"Scavenging","desc":"@idle [worker]s gather resources with 8% of the speed of a [gatherer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.//Is there anything to scavenge?","icon":[20,1,"c2"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"carcass-looting":false,"dreaming":false,"branching wisdom":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"rules of food","displayName":"Rules of food","desc":"@unlocks policies that manage which food types can be eaten.","icon":[19,1,"c2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":5,"chance":0.75,"req":{"tribalism":true,"policies":true},"precededBy":["tribalism","policies"],"leadsTo":["cooking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"ground tools","displayName":"Ground tools","desc":"@[artisan]s and [carver]s craft 10% faster","icon":[23,9,"c2"],"type":"trait","cost":{"discernment":6,"gentility":6},"category":"culture","startWith":0,"tier":12,"chance":10,"req":{"tool-making":true},"precededBy":["tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"artistic thinking","displayName":"Artistic thinking","desc":"@[storyteller]s are 10% more efficient@opens the way for more art forms","icon":[27,11,"c2"],"type":"trait","cost":{"gentility":8},"category":"culture","startWith":0,"tier":8,"chance":10,"req":{"symbolism":true},"precededBy":["symbolism"],"leadsTo":["alphabet 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"fear of death","displayName":"Fear of death","desc":"@unhappiness from death is doubled@may evolve into more complex spiritual thinking. //D-d-dd-death?","icon":[18,1,"c2"],"type":"trait","cost":{"gentility":12,"discernment":1},"category":"short","startWith":0,"tier":19,"chance":10,"req":{"language":true,"spark'o religion":true,"acceptance of death":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"leadsTo":["belief in the beforelife","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"acceptance of death","displayName":"Acceptance of death","desc":"@unhappiness from death is halved@may evolve into more complex spiritual thinking //That had to happen. Nature is merciless...","icon":[21,1,"c2"],"type":"trait","cost":{"gentility":12,"discernment":1},"category":"short","startWith":0,"tier":19,"chance":10,"req":{"language":true,"spark'o religion":true,"fear of death":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"belief in the beforelife","displayName":"Belief in the beforelife","desc":"@prevents [ritual necrophagy,Corpse cruelty] traits from being occasionally adopted. @if this trait is adopted after [ritual necrophagy,Necrophagy] or [art of death], then it will be instantly removed because they believe respecting their ancestors is a key to well being.","icon":[8,8,"magixmod"],"type":"trait","cost":{"gentility":10,"faith":2,"influence":1,"discernment":1},"category":"religion","startWith":0,"tier":33,"chance":10,"req":{"fear of death":true,"oral tradition 2/2":true,"spark'o religion":true,"belief in the afterlife":false,"ritual necrophagy":false},"precededBy":["fear of death","oral tradition 2/2","spark'o religion"],"leadsTo":["royal treatment","belongings preservance"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65},{"name":"belief in the afterlife","displayName":"Belief in the afterlife","desc":"@unhappiness from death is halved.","icon":[21,1,"c2"],"type":"trait","cost":{"gentility":10,"faith":2,"influence":1,"discernment":1},"category":"religion","startWith":0,"tier":33,"chance":10,"req":{"fear of death":true,"oral tradition 2/2":true,"spark'o religion":true,"belief in the beforelife":false},"precededBy":["fear of death","oral tradition 2/2","spark'o religion"],"leadsTo":["monument-building","belief in revenants","missionary"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":66},{"name":"belief in revenants","displayName":"Belief in revenants","desc":"@unhappiness from unburied [corpse]s is doubled. //Scary!","icon":[18,1,"c2"],"type":"trait","cost":{"gentility":8,"faith":2},"category":"culture","startWith":0,"tier":43,"chance":100,"req":{"belief in the afterlife":true},"precededBy":["belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":67},{"name":"ritual necrophagy","displayName":"Ritual necrophagy","desc":"@[corpse]s are slowly turned into [meat] and [bone]s, creating some [faith] but harming [health]. @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.//Ewww...it's more disgusting than leaving a dead one for animals to devour...but sometimes you have no choice...no...choice.","icon":[15,7,"magixmod"],"type":"trait","cost":{"gentility":25,"discernment":5},"category":"short","startWith":0,"tier":30,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":false,"art of death":false},"precededBy":["tribalism","ritualism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":68},{"name":"culture of moderation","displayName":"Culture of moderation","desc":"@elves consume 15% less [food], but derive less joy from eating <> @may unlock more food habit traits","icon":[3,12,"c2",19,1,"c2"],"type":"trait","cost":{"gentility":15,"discernment":1},"category":"long","startWith":0,"tier":16,"chance":50,"req":{"tribalism":true,"joy of eating":false,"unstable eating habits":false,"consumption stability":false,"unstable consumption habits":false,"dry throats":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":69},{"name":"joy of eating","displayName":"Joy of eating","desc":"@elves consume 15% more [food], but are happier when eating <> @may unlock more food habit traits","icon":[4,12,"c2",19,1,"c2"],"type":"trait","cost":{"gentility":15,"discernment":2},"category":"long","startWith":0,"tier":17,"chance":50,"req":{"tribalism":true,"culture of moderation":false,"unstable eating habits":false,"consumption stability":false,"unstable consumption habits":false,"joy of drinking":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":70},{"name":"insect-eating","displayName":"Insect-eating","desc":"@your elves are no longer unhappy when eating [bugs]. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.
    //This world may have bugs that can eat elves...literally. Maybe. Sorry to scare ya.","icon":[12,19,"c2",22,1,"c2"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":5,"req":{"insects as food":"on"},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":71},{"name":"where am i?","displayName":"Where am I?","desc":"@Unlocks primary information about your small-but-still world. @Go to the Territory tab to see what goods you can gain from your territory and where your tribe has settled. //Seriously where am I?...i may need to ask...again.","icon":[22,11,"c2"],"type":"trait","cost":{"creativity":1,"battery of discoveries":12,"discernment":1},"category":"culture","startWith":0,"tier":19,"chance":1.11,"req":{"tribalism":true,"policies":true},"precededBy":["tribalism","policies"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":74},{"name":"policies","displayName":"Policies","desc":"@Now you can spend your [influence] in the Policies tab. @Unlocks policies, one of the main parts of your civilization.","icon":[24,11,"c2"],"type":"trait","cost":{"battery of discoveries":5},"category":"culture","startWith":0,"tier":5,"chance":0.3,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["rules of food","where am i?"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":75},{"name":"upscale","displayName":"Upscale","desc":"Increases the costs of rolling/rerolling in the tech tab. Also, the [battery of discoveries] will charge way slower from now on. //It may have something to do with pressure, it seems like. You may need to prepare for the next anomalies!","icon":[28,11,"c2"],"type":"trait","cost":{"discernment":9,"creativity":3},"category":"anomaly","startWith":0,"tier":12,"chance":13,"req":{"language":true,"cities":true},"precededBy":["language","cities"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":76},{"name":"tile inspection II","displayName":"Tile inspection II","desc":"Now you can see how much of a certain resource you have within your territory.","icon":[3,13,"c2",30,10,"c2"],"type":"trait","cost":{"discernment":72,"creativity":24},"category":"knowledge","startWith":0,"tier":96,"chance":30,"req":{"maths":true,"tile inspection":true,"writing":true,"alphabet 1/3":true},"precededBy":["maths","tile inspection","writing","alphabet 1/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":78},{"name":"second upscale","displayName":"Second upscale","desc":"Increases the costs of rolling/rerolling in tech tab. Also, the [battery of discoveries] will charge way slower. //Now it is confirmed...it has to do with Pressure.","icon":[29,11,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"chance":2,"req":{"monument-building":true},"precededBy":["monument-building"],"leadsTo":["time measuring 2/2","alphabet 2/3"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":79},{"name":"Ice","displayName":"Ice","desc":"An aura of Ice has been triggered. A cold aura will slow down your gathering efficiency but also will slow down spoiling of [food] and [water]. Also, the efficiency of anything that uses [fire pit,fire] or makes [fire pit,fire] will be decreased. [digger] will dig more [ice].//You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//Freeze, breeze","icon":[22,13,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":80},{"name":"warmth","displayName":"Warmth","desc":"An aura of Warmth has been triggered. High temperatures will speed up [food] and [water] spoilage. Also, gathering water will be harder. [fishing] efficiency is decreased. [fire pit,Fire] will extinguish slower.//You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//Summer 24/7/365...right?","icon":[22,15,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":81},{"name":"earth","displayName":"Earth","desc":"An aura of Earth has been triggered. The grounds will mark their domination. [mining] will be faster, but buildings using [land] will collapse more often. The accident rate will be increased. //You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//earth got mad bro/sis","icon":[22,14,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":82},{"name":"mystic","displayName":"Mystic","desc":"A mystic aura has been triggered. Everything will decay faster, excluding magical resources. Magical units will be more efficient. Disease and death rates will increase. //Every year, you have a 20% chance for an event that will cause one random resource (except [population] or [land]) to be completely lost. If the choice lands on [discernment] or another essential, you will lose them all (except [wisdom], [inspiration], and essential limits)//You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//Bibiddi bobiddi boo","icon":[22,16,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":83},{"name":"Water","displayName":"Water","desc":"An aura of Water has been triggered. Farms will be a more efficient way to gather [food], but it will affect [mining] and [digging]. More [water] means a faster spoiling of it. [well]s are more efficient and you can find more shrooms. //You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//splash","icon":[22,17,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":84},{"name":"primary time measure","displayName":"Primary time measure","desc":"Elves can now measure passing time in centuries.","icon":[25,11,"c2"],"type":"trait","cost":{"gentility":12,"creativity":4},"category":"knowledge","startWith":0,"tier":16,"chance":12,"req":{"oral tradition 1/2":true},"precededBy":["oral tradition 1/2"],"leadsTo":["time measuring 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":85},{"name":"time measuring 2/2","displayName":"Time measuring 2/2","desc":"Now you can see what year and day it currently is.","icon":[27,2,"magixmod",25,12,"c2"],"type":"trait","cost":{"creativity":50},"category":"knowledge","startWith":0,"tier":50,"chance":75,"req":{"time measuring 1/2":true,"second upscale":true},"precededBy":["time measuring 1/2","second upscale"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":87},{"name":"spark'o religion","displayName":"Spark'o religion","desc":"[spark'o religion] opens a way to [ritualism] and things related to Religion such as spirits, beliefs, and hopes. Who knows if you can even reach some sort of strange, wonderful magic? //(It's the name of the game...after all...)","icon":[24,12,"c2"],"type":"trait","cost":{"gentility":6},"category":"religion","startWith":0,"tier":6,"chance":2,"req":{"oral tradition 2/2":true},"precededBy":["oral tradition 2/2"],"leadsTo":["ritualism","fear of death","acceptance of death","belief in the beforelife","belief in the afterlife","death scepticism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":96},{"name":"knowledge-rise","displayName":"Knowledge-rise","desc":"Elves want to discover more stuff, allowing researching more complex researches that may make life of elves way easier in this world. //Provides 10 [quick-wittinity] and 30 [wisdom]","icon":[23,14,"c2"],"type":"trait","cost":{"creativity":20},"category":"knowledge","startWith":0,"tier":20,"chance":15,"req":{"maths II":true},"precededBy":["maths II"],"effects":[{"type":"provide res","what":{"quick-wittinity":10}},{"type":"provide res","what":{"wisdom":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":103},{"name":"plant lore II","displayName":"Plant lore II","desc":"@unlocks the [florist]. The [florist] is a gatherer tasked with collecting various [flowers] instead of other resources.//Also unlocks the Heal sick elves mode for [healer]s, which allows you to heal [sick] elves faster.","icon":[27,13,"c2"],"type":"trait","cost":{"creativity":9,"discernment":36},"category":"knowledge","startWith":0,"tier":45,"chance":6,"req":{"herbalism":true,"a power of the fortress":true,"plant lore":true},"precededBy":["herbalism","a power of the fortress","plant lore"],"leadsTo":["gtt1","gtt2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":104},{"name":"developed creativity","displayName":"Developed creativity","desc":"@unlocks [conceptionist], who spends his free time developing creativity rather than inventing. @this variation of dreamer will generate [creativity] and will charge [battery of discoveries] at the same time. @from now on, [dreamer]s produce one-third more [discernment]. They also stop providing [creativity] and become limited based on your [population,elves]. @provides 20 [quick-wittinity] and 10 [wisdom], and will unlock a few more techs","icon":[30,14,"c2"],"type":"trait","cost":{"creativity":60,"discernment":120},"category":"knowledge","startWith":0,"tier":180,"chance":8,"req":{"philosophy":true,"a power of the fortress":true},"precededBy":["philosophy","a power of the fortress"],"leadsTo":["water construction","archaeology","wizardry","season for inventing","sabotaged knowledge"],"effects":[{"type":"function"},{"type":"provide res","what":{"quick-wittinity":20,"wisdom":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":109},{"name":"druidsymbolism1","displayName":"Natural hopefulness","desc":"[druid]s gather 25% more [happiness]. //This trait is always temporary but has a varied lifespan.","icon":[23,15,"c2"],"type":"trait","cost":{"faith":8,"gentility":34},"category":"culture","startWith":0,"tier":42,"chance":100,"req":{"druidism":true,"druidsymbolism2":false,"druidsymbolism3":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":110},{"name":"druidsymbolism2","displayName":"Holy light","desc":"[druid]s use their natural bonds to sporadically gather some [health]. //This trait is always temporary but has a varied lifespan.","icon":[23,16,"c2"],"type":"trait","cost":{"faith":8,"gentility":34},"category":"culture","startWith":0,"tier":42,"chance":100,"req":{"druidism":true,"druidsymbolism1":false,"druidsymbolism3":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":111},{"name":"druidsymbolism3","displayName":"Mental balance","desc":"Unlocks a new ritual which will affect [happiness] and its bonus and penalty at specific amounts. Look for [mental balance] in the rituals section of your Policies. //This trait is always temporary but has a varied lifespan.","icon":[23,17,"c2"],"type":"trait","cost":{"faith":8,"gentility":34},"category":"culture","startWith":0,"tier":42,"chance":100,"req":{"druidism":true,"druidsymbolism1":false,"druidsymbolism2":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":112},{"name":"gardening","displayName":"Gardening","desc":"A key for farms! Thanks to this knowledge, elves may start thinking about making some small decorative gardens.","icon":[26,10,"c2"],"type":"trait","cost":{"creativity":40},"category":"knowledge","startWith":0,"tier":40,"chance":15,"req":{"druidism":true,"city planning":true},"precededBy":["druidism","city planning"],"leadsTo":["archaeology"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":113},{"name":"archaeology","displayName":"Archaeology","desc":"Throughout your past ascensions, there are some [relic]s left from previous civilizations. @unlocks the [archaeologist], who will forage and dig underground to investigate what previous civilizations left
    At some point, they may find all of the relics remaining, causing you to gain a vastly smaller amount of [relic]s.","icon":[26,14,"c2"],"type":"trait","cost":{"creativity":120},"category":"knowledge","startWith":0,"tier":340,"chance":125,"req":{"gardening":true,"developed creativity":true,"tribalism":false},"precededBy":["gardening","developed creativity"],"leadsTo":["out of relics"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":115},{"name":"out of relics","displayName":"Out of relics","desc":"Most of the relics have been found. From now on, [archaeologist]s will dig out stuff left by previous generations. Luckily, will still be a chance to find a rare finding based on the current rarity levels! @[archaeologist]s will become 80% less efficient. @This trait will automatically disappear after several hundred years after your civilization evolves for many generations.","icon":[3,12,26,15,"c2"],"type":"trait","cost":{},"category":"long","startWith":0,"tier":340,"chance":2000,"req":{"archaeology":true,"tribalism":false},"precededBy":["archaeology"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":116},{"name":"cold heart","displayName":"Cold heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is halved and [health] gain from warmth will be decreased by 1.5% (at other times it will be 2.5%). @happiness from having [fire pit]s or other heating sources is decreased by 15% //Your tribe is getting used to low temperatures, meaning that they'll have to partially accept that fact in order to survive and make your civilization become unforgettable.","icon":[27,15,"c2",24,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"hot heart":false,"neutral heart":false,"fluid heart":false,"oral tradition 1/2":true},"precededBy":["fire-making","oral tradition 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":117},{"name":"hot heart","displayName":"Hot heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is increased by 50%. @happiness from having [fire pit]s or other heating sources is increased by a quarter//Your tribe needs warmth. They really love warmth brought to them by fire or other heating sources.","icon":[28,15,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"neutral heart":false,"fluid heart":false,"oral tradition 1/2":true},"precededBy":["fire-making","oral tradition 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":118},{"name":"neutral heart","displayName":"Neutral heart","desc":"@un/happiness from lacking of/having [fire pit]s or other heating sources isn't increased or decreased in any way. //simply it's neutral.","icon":[29,15,"c2",22,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"hot heart":false,"fluid heart":false,"oral tradition 1/2":true},"precededBy":["fire-making","oral tradition 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":119},{"name":"fluid heart","displayName":"Fluid heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is fluid, meaning every some period of time it will switch between: @being increased by a fifth of normal @being reduced by a quarter <>[happiness] gain from having heat sources will also switch between: @being increased by 5% @being decreased by 5% //Your tribe probably is not going to clearly state if they are fine with cold nights or they prefer warmth and safety. That's why they will change their statement sometime.","icon":[9,15,"magixmod",30,15,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"hot heart":false,"neutral heart":false,"oral tradition 1/2":true},"precededBy":["fire-making","oral tradition 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":120},{"name":"nudist culture","displayName":"Nudist culture","desc":"@unhappiness from a lack of [basic clothes,Clothing] is halved. @[basic clothes,Clothing] brings 5% (sometimes it will be 10%) less [happiness] and harming [health] by 2.5% (sometimes 4%).","icon":[29,16,"c2",24,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"strict dress code":false,"clothing indifference":false,"fluid dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":121},{"name":"strict dress code","displayName":"Strict dress code","desc":"@unhappiness from a lack of [basic clothes,Clothing] is multiplied by 1.5.//Strict dress code may affect relationships between elves. Sometimes it feels pretty unfair...","icon":[29,16,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"nudist culture":false,"fluid dress code":false,"clothing indifference":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":122},{"name":"clothing indifference","displayName":"Clothing indifference","desc":"@un/happiness from lacking of/having [primitive clothes,Clothing] or other heating sources isn't increased or decreased in any way. //simply, it's just neutral.","icon":[29,16,"c2",22,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"fluid dress code":false,"nudist culture":false,"strict dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":123},{"name":"fluid dress code","displayName":"Fluid dress code","desc":"unhappiness from a lack of [basic clothes,Clothing] or other heating sources is fluid, meaning every some period of time it will switch between: @being increased by 25% @being reduced by 25% <>[happiness] gain from having clothing will also switch between: @being increased by 4% @being reduced by 4% //Your elves seem to have strange feelings for clothing, it seems.","icon":[9,15,"magixmod",30,16,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"clothing indifference":false,"nudist culture":false,"strict dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":124},{"name":"decent nourishment","displayName":"Decent nourishment","desc":"@unhappiness from eating [bugs] and [spoiled food] increased by 30% @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.//But what if it is the only food in this wilderness? Will you still demand decent nourishment?","icon":[8,11,26,0,"magixmod"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":5,"req":{"insects as food":"on","insect-eating":false,"worm culture":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":125},{"name":"worm culture","displayName":"Worm culture","desc":"@your elves are no longer unhappy when eating [bugs]. @in addition, half of its [happiness] harm will turn into a boost. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.//Some countries that put worms into dishes and enjoy it! Surprisingly, elves are happy about that as well...","icon":[8,11,24,1,"c2"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":15,"req":{"insects as food":"on","insect-eating":false,"decent nourishment":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":126},{"name":"death scepticism","displayName":"Death scepticism","desc":"unhappiness from death is fluid, meaning that it's effect will change between: @being increased by one-third @being reduced by one-third. <> @may evolve into more complex spiritual thinking @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.","icon":[9,15,"magixmod",26,16,"c2"],"type":"trait","cost":{"gentility":12,"creativity":3},"category":"short","startWith":0,"tier":21,"chance":30,"req":{"language":true,"spark'o religion":true,"fear of death":false,"acceptance of death":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":127},{"name":"consumption stability","displayName":"Consumption stability","desc":"@The [food] consumption of your [population,elves] isn't affected by this trait in any way. @may unlock more food habit traits //What else do you need except breakfast, lunch, and dinner? Looks like your tribe doesn't need too much food.","icon":[10,15,"magixmod",19,1,"c2"],"type":"trait","cost":{"gentility":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"joy of eating":false,"culture of moderation":false,"unstable eating habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":128},{"name":"unstable eating habits","displayName":"Unstable eating habits","desc":"@elves have fluid [food] consumption, meaning that it may change over time. The consumption modifier will switch every so often between: @7% less but deriving less joy from eating @7% more but deriving more joy from eating <> @may unlock more food habit traits //Maybe your elves feel strange about food...","icon":[9,15,"magixmod",25,15,"c2"],"type":"trait","cost":{"gentility":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"consumption stability":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":129},{"name":"dry throats","displayName":"Dry throats","desc":"@elves drink 15% less [water], but derive less joy from drinking. @may unlock more drinking habit traits //Make sure to drink several of water daily. (You don't truly need several cups, actually; you'll get quite a bit of water from the other things you consume.)","icon":[3,12,30,17,"c2"],"type":"trait","cost":{"gentility":15,"discernment":2},"category":"short","startWith":0,"tier":17,"chance":40,"req":{"tribalism":true,"joy of drinking":false,"drinking stability":false,"unstable drinking habits":false,"unstable consumption habits":false,"culture of moderation":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":131},{"name":"joy of drinking","displayName":"Joy of drinking","desc":"@elves drink 15% more [water], but are happier when drinking. @may unlock more drinking habit traits //Don't drink too much. About 7 liters of water can kill a human.","icon":[4,12,30,17,"c2"],"type":"trait","cost":{"gentility":15,"discernment":2},"category":"short","startWith":0,"tier":17,"chance":40,"req":{"tribalism":true,"dry throats":false,"drinking stability":false,"unstable drinking habits":false,"joy of eating":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":132},{"name":"drinking stability","displayName":"Drinking stability","desc":"@the amount that elves drink isn't affected by this trait in any way. @may unlock more drinking habit traits //They simply need several cups of water per day to be happy. Just watch them, they don't need more or less.","icon":[10,15,"magixmod",30,17,"c2"],"type":"trait","cost":{"gentility":15},"category":"short","startWith":0,"tier":15,"chance":60,"req":{"tribalism":true,"joy of drinking":false,"dry throats":false,"unstable drinking habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":133},{"name":"unstable drinking habits","displayName":"Unstable drinking habits","desc":"@the amount that elves drink is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less but deriving less joy from drinking @5% more deriving more joy from drinking <> @may unlock more drinking habit traits //Maybe your elves just like switching things up every so often...","icon":[9,15,"magixmod",30,18,"c2"],"type":"trait","cost":{"gentility":15},"category":"short","startWith":0,"tier":15,"chance":70,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"drinking stability":false,"unstable eating habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":134},{"name":"unstable consumption habits","displayName":"Unstable consumption habits","desc":"@the amount that elves eat is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less and deriving less joy from consumption @5% more and deriving joy from consumption @2.5% more and not affecting [happiness] @2.5% less and not affecting [happiness]<>//variety in its true form","icon":[9,15,"magixmod",30,19,"c2"],"type":"trait","cost":{"gentility":15},"category":"short","startWith":0,"tier":15,"chance":250,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"drinking stability":false,"unstable eating habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":135},{"name":"art of death","displayName":"Art of death","desc":"@[corpse]s and their parts are now part of an art, creating some [culture] at the cost of [health].@Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent. //ughhh","icon":[15,6,"magixmod"],"type":"trait","cost":{"gentility":25,"discernment":5},"category":"short","startWith":0,"tier":30,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":false,"ritual necrophagy":false},"precededBy":["tribalism","ritualism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":136},{"name":"royal treatment","displayName":"Royal treatment","desc":"@[corpse]s are treated with full respect now, meaning people will be respectful towards them. @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.//That is glorious. Just pure glory. Treating dead bodies with royal attitude will surely make everybody less scared of death.","icon":[19,1,"magixmod"],"type":"trait","cost":{"gentility":25,"discernment":5},"category":"short","startWith":0,"tier":63,"chance":750,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":true,"belongings preservance":false},"precededBy":["tribalism","ritualism","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":137},{"name":"belongings preservance","displayName":"Belongings preservance","desc":"@A [corpse,corpse's] belongings are preserved and left for the family instead of being taken for common use (unless the elf didn't have one). @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.","icon":[16,6,"magixmod"],"type":"trait","cost":{"gentility":25,"discernment":5},"category":"short","startWith":0,"tier":63,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":true,"royal treatment":false,"art of death":false,"ritual necrophagy":false},"precededBy":["tribalism","ritualism","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":138},{"name":"cart1","displayName":"Carver's trend: Stone statuettes","desc":"[carver]s feel that [statuette] made out of stone is accepted better by this tribe more than a statuette from wood or bone. <>Craft stone statuettes becomes 5% faster.","icon":[25,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"discernment":50,"gentility":45},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"construction":true,"cart2":false},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":139},{"name":"cart2","displayName":"Carver's trend: Wooden statuettes","desc":"[carver]s feel that [clay statuette,Statuette] made out of clay or mud is accepted better by this tribe more than a statuette from clay and other non-stone resources. <>Craft clay statuettes becomes 5% faster.","icon":[25,16,"c2",5,22,"magixmod"],"type":"trait","cost":{"discernment":50,"gentility":45},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"construction":true,"cart1":false},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":140},{"name":"gtt1","displayName":"Gatherer's trend: Sticks","desc":"[gatherer]s gain more [stick]s. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[27,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":140,"chance":125,"req":{"plant lore II":true,"gtt2":false},"precededBy":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":141},{"name":"gtt2","displayName":"Gatherer's trend: Water","desc":"[gatherer]s gain more [water]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[28,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":140,"chance":125,"req":{"plant lore II":true,"gtt1":false},"precededBy":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":142},{"name":"dtt1","displayName":"Digger's trend: Ice","desc":"[digger]s gain more [ice]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[29,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"digging":true,"dtt2":false},"precededBy":["digging"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":143},{"name":"dtt2","displayName":"Digger's trend: Sand","desc":"[digger]s gain more [sand]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[30,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"digging":true,"dtt1":false},"precededBy":["digging"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":144},{"name":"htt1","displayName":"Hunter's trend: Hide","desc":"[hunter]s gain more [hide]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[31,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"hunting":true,"htt2":false},"precededBy":["hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":145},{"name":"htt2","displayName":"Hunter's trend: Meat","desc":"[hunter]s gain more [meat]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[32,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"hunting":true,"htt1":false},"precededBy":["hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":146},{"name":"natural discernment","displayName":"Natural discernment","desc":"@all researches, knowledges and traits have their [discernment] costs reduced. <>For every 75 [discernment] from the original cost, the new cost is reduced by 3. (For example, if a research costs 225 [discernment], it will cost 216 as long as this trait is active.) @maximum reduction is 70.//much smort","icon":[24,3,"magixmod",8,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":148},{"name":"slower synapses","displayName":"Slower synapses","desc":"@all researches, knowledges and traits have their [discernment] costs increased. <>For every 75 [discernment] from the original cost, the new cost is increased by 3. (For example, if a research costs 225 [discernment], it will cost 234 as long as this trait is active.) @maximum reduction is 70.//not smort","icon":[23,3,"magixmod",8,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":149},{"name":"artistic thinking II","displayName":"Artistic thinking II","desc":"@all researches, knowledges and traits have their [gentility] costs reduced. <>For every 50 [gentility] from the original cost, the new cost is reduced by 2. (For example, if a research costs 200 [gentility], it will cost 192 as long as this trait is active.) @maximum reduction is 45.//that's very arty art, isn't it?","icon":[24,3,"magixmod",10,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":150},{"name":"art rejection","displayName":"Art rejection","desc":"@all researches, knowledges and traits have their [gentility] costs increased. <>For every 50 [gentility] from the original cost, the new cost is increased by 3. (For example, if a research costs 200 [gentility], it will cost 208 as long as this trait is active.) @maximum increase is 45.//It's not culture after all...","icon":[23,3,"magixmod",10,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":151},{"name":"druidish thinking","displayName":"Druidish thinking","desc":"@all researches, knowledges and traits have their [faith] costs reduced. <>For every 50 [faith] from the original cost, the new cost is reduced by 2. (For example, if a research costs 200 [faith], it will cost 192 as long as this trait is active.) @maximum reduction is 45.//Have fun with this trait: it doesn't last very long!","icon":[24,3,"magixmod",7,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":152},{"name":"druid's hatred","displayName":"Druid's hatred","desc":"@all researches, knowledges and traits have their [faith] costs increased. <>For every 50 [faith] from the original cost, the new cost is increased by 2. (For example, if a research costs 200 [faith], it will cost 208 as long as this trait is active.)@maximum reduction is 45.//dissenters...it sure seems like","icon":[23,3,"magixmod",7,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":153},{"name":"season for inventing","displayName":"Season for inventing","desc":"@all researches, knowledges and traits have their [science] costs reduced. <>For every 20 [science] from the original cost, the new cost is reduced by 1. (For example, if a research costs 100 [science], it will cost 95 as long as this trait is active.) @maximum reduction is 15.//This trait is very rare...","icon":[24,3,"magixmod",6,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":210,"chance":1500,"req":{"developed creativity":true,"sabotaged knowledge":false},"precededBy":["developed creativity"],"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":154},{"name":"sabotaged knowledge","displayName":"Sabotaged knowledge","desc":"@all researches, knowledges and traits have their [science] costs increased. <>For every 20 [science] from the original cost, the new cost is increased by 2. (For example, if a research costs 100 [science], it will cost 120 as long as this trait is active.) @maximum increase is 18.//dissenters...it sure seems like","icon":[23,3,"magixmod",6,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":210,"chance":1500,"req":{"developed creativity":true,"season for inventing":false},"precededBy":["developed creativity"],"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":155},{"name":"liberality","displayName":"Liberality","desc":"@all researches, knowledges and traits have their [influence] costs reduced. <>For every 40 [influence] from the original cost, the new cost is reduced by 2. (For example, if a research costs 100 [influence], it will cost 92 as long as this trait is active.) @maximum reduction is 30.//democration...right?","icon":[24,3,"magixmod",11,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":156},{"name":"disauthority","displayName":"Disauthority","desc":"@all researches, knowledges and traits have their [influence] costs increased. <>For every 20 [influence] from the original cost, the new cost is increased by 2. (For example, if a research costs 100 [influence], it will cost 110 as long as this trait is active.) @maximum increase is 38.//lawlesness? Isn't it lawlessness?","icon":[23,3,"magixmod",11,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":157},{"name":"ground melee weapons","displayName":"Ground melee weapons","desc":"@all [stone weapons,Melee weaponry] out of basic materials such as [stone] and [stick,Wood] will be crafted 20% faster. More complex weaponry will be crafted 10% faster. All melee weaponry decay 5% slower.","icon":[27,16,"c2"],"type":"trait","cost":{"discernment":6,"gentility":6},"category":"culture","startWith":0,"tier":12,"chance":15,"req":{"spears":true,"ground tools":false,"ground ranged weapons":false},"precededBy":["spears"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":160},{"name":"ground ranged weapons","displayName":"Ground ranged weapons","desc":"@all [bow,Ranged weaponry] out of basic materials such as [stone] and [stick,Wood] will be crafted 20% faster. More complex weaponry will be crafted 10% faster. All ranged weaponry decay 5% slower.","icon":[28,16,"c2"],"type":"trait","cost":{"discernment":6,"gentility":6},"category":"culture","startWith":0,"tier":12,"chance":15,"req":{"bows":true,"ground melee weapons":false,"ground tools":false},"precededBy":["bows"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":161},{"name":"carcass-looting","displayName":"Carcass-looting","desc":"@[gatherer]s can loot carcasses, granting some [meat] and [bone]s from dead [mosseer,Animals]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[29,18,"c2"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"scavenging":false,"branching wisdom":false,"dreaming":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":164},{"name":"dreaming","displayName":"Dreaming","desc":"@idle [worker]s gather [discernment] and [creativity] with a 8% of the speed of a [dreamer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[29,17,"c2"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"scavenging":false,"branching wisdom":false,"carcass-looting":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":165},{"name":"branching wisdom","displayName":"Branching wisdom","desc":"@You gain an additional tech choice for various periods of time.@Note: This trait is rather temporary and will unfortunately expire quite quickly. This trait is rare and will no longer appear after you research a little bit.","icon":[29,19,"c2"],"type":"trait","cost":{"discernment":3,"creativity":3},"category":"short","startWith":0,"tier":6,"chance":4,"req":{"tribalism":true,"scavenging":false,"carcass-looting":false,"dreaming":false,"language":false},"precededBy":["tribalism"],"effects":[{"type":"function","invert":true},{"type":"function","invert":false}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":166}],"descriptions":{"name":"The identifier name of the thing","displayName":"The displayed name of the thing, which will be used instead of the identifier name","type":"The type of item that the thing was","tier":"The tier of the thing","visible":"Determines if the thing is visible by default","icon":"What icons to use and with multiple options and custom sprite sheet options","civ":"The civilization type for the achievement","special":"A special category that the achievement fits into","plural":"Determines if an achievement states how many times it has been achieved","names":"The names of the type of land that could be used","goods":"The goods that can be found in this land","res":"What resources can be harvested from those goods","mult":"The harvesting multiplier for a specific good","image":"The image to use for the land","ocean":"Determines if the land is ocean","score":"The score for the land. A higher score means that it is more suitable for living","desc":"The description for the thing","hidden":"If the thing is hidden by default","category":"What category the thing fits in","startWith":"How many of that thing you start with","colorGood":"The color to use when you hover over the resource and text appears showing you how you gained a certain amount of it and how much of it you earned. Defaults to #888888 if not defined","colorBad":"The color to use when you hover over the resource and text appears showing you how you lost a certain amount of it and how much of it you lost. Defaults to #888888 if not defined","fractional":"Determines if when gaining or losing the resource, the amount gained or lost is not randomly rounded using the randomFloor function","turnToByContext":"What happens when this resource is consumed","meta":"If this resource contains other resources within","tick":"What happens when a tick occurs; is a function","getDisplayAmount":"Gets how the resource is displayed; is a function","getIcon":"Gets how the thing is displayed; is a function","partOf":"What this resource is considered a part of, not the category displayed","subRes":"The subresources of a specific resource, if it exists","wonder":"The identifier of the achievment to gain upon completing the wonder if the unit is a wonder","wideIcon":"The wide icon for a wonder","threexthreeIcon":"The large three-by-three icon of a seasonal wonder","cost":"How much the thing costs to get","costPerStep":"How much each step of the wonder will cost","steps":"The number of steps for the wonder","messageOnStart":"The message to write upon starting to build the wonder","finalStepCost":"The cost of the final step of the wonder","finalStepDesc":"The message to write upon needing to complete the final step of the wonder","use":"How much this thing uses","req":"The requirements to unlock this thing","modes":"The modes that can be used for this thing","gizmos":"Determines if gizmos are shown","limitPer":"The limit for a specific item","upkeep":"The amount of upkeep that the unit requires","startMode":"The starting mode of the thing","effectsOff":"What to do when the policy is disabled","effects":"Various effects. Some effects may be functions or require specific contexts","tutorialMesg":"The message to write upon getting the technology","chance":"The chance of the trait or technology being selected","id":"The ID value of the thing","mod":"The link of the mod that was used to create the thing","precededBy":"What the thing requires to obtain","leadsTo":"What the thing leads to when obtained"},"sheets":{"magixmod":"https://file.garden/Xbm-ilapeDSxWf1b/MaGiXmOdB4Ta.png","magix2":"https://file.garden/ZmatEHzFI2_QBuAF/magix2.png?v=2.2","seasonal":"https://file.garden/Xbm-ilapeDSxWf1b/seasonalMagix.png","c2":"https://file.garden/Xbm-ilapeDSxWf1b/CiV2IconSheetB4Ta.png"}}`) \ No newline at end of file +const civ1Object = JSON.parse(`{"achievements":[{"name":"mausoleum","displayName":"Mausoleum","desc":"You have been laid to rest in the Mausoleum, an ancient monument made out of stone that takes root in archaic religious thought.","tier":1,"visible":true,"icon":[1,14],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":900},{"type":"addFastTicksOnResearch","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":0},{"name":"heavenly","displayName":"Heavenly","desc":"Finish the Temple of Deities wonder.
    Note: You won't need to ascend. //Unlike Babel's story, languages weren't swapped by any God or Gods.","tier":2,"visible":true,"icon":[1,11,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":1},{"name":"deadly, revenantic","displayName":"Deadly, revenantic","desc":"You escaped and your soul got escorted right into the dangerous Underworld...you may discover it at some point.","tier":2,"visible":true,"icon":[1,16,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":2},{"name":"sacrificed for culture","displayName":"Sacrificed for culture","desc":"You sacrificed yourself in the name of Culture. That choice made your previous people more inspired and filled with strong artistic powers! It made big profits and they may get on much a higher cultural level since now. They will miss you, but you will get +3 culture and inspiration at the start of new runs!","tier":1,"visible":true,"icon":[6,12,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":3},{"name":"democration","displayName":"Democration","desc":"You rested in peace inside the Pagoda of Democracy's tombs. Your glorious rest made your previous civilization live in the laws of justice forever. They will miss you. But this provides an additional +1 influence & authority at the start of new runs! Also, you will get the [policies] trait immediately.","tier":1,"visible":true,"icon":[6,13,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":4},{"name":"insight-ly","displayName":"Insight-ly","desc":"You sacrificed your soul for the Dreamer's Orb. That choice was unexpectable but glorious. It made dreamers more acknowledged and people got much smarter by sacrifice of yours. They will miss you. But this made a profit...providing +6 insight and +6% dreamer speed at the start of new runs!","tier":1,"visible":true,"icon":[1,17,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":5},{"name":"in the underworld","displayName":"In the underworld","desc":"You sent your soul to the Underworld, leaving your body, which started to decay quickly. But...
  • If you have Sacrificed for culture, Insight-ly, and Democration, you will start new runs with someone new: [adult,The Underworld's Ascendant]! (To open the Underworld, you will need to obtain Deadly, revenantic as well.)","tier":2,"visible":true,"icon":[9,5,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":15}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":6},{"name":"mausoleum eternal","displayName":"Mausoleum eternal","desc":"You have been laid to rest many times in the Mausoleum, an ancient monument made out of stone which involves archaic religious thought. Thanks to you, it has become an unforgettable historical monument. Evolve the Mausoleum to stage 10/10, then ascend by it for the 11th time to obtain some massive bonuses!
  • ","tier":3,"visible":true,"icon":[28,20,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":2000},{"type":"addFastTicksOnResearch","amount":175}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":7},{"name":"level up","displayName":"Level up","desc":"Obtain the Evolution of the minds trait during a legacy! This trait unlocks the second tier of Essentials, which are required for further researches.","tier":2,"visible":true,"icon":[25,19,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":8},{"name":"wild tribe","displayName":"Wild tribe","desc":"Manage to get 1k [population,people] in one legacy.","tier":"population","visible":true,"icon":[36,31,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":9},{"name":"how to, spear?","displayName":"How to, spear?","desc":"Get 20 or more technologies in a single legacy for the human race.//Baby steps behind us...","tier":"tech","visible":true,"icon":[14,33,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":10},{"name":"lucky 9","displayName":"Lucky 9","desc":"Obtain the Devil's trait #9.","tier":2,"visible":true,"icon":[26,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":11},{"name":"traitsman","displayName":"Traitsman","desc":"Make your tribe attract a total of 30 traits and knowledges.","tier":"trait","visible":true,"icon":[26,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":12},{"name":"extremely smart","displayName":"Extremely smart","desc":"Get your Insight II equal to your Wisdom II! It may be a bit harder than you think...","tier":3,"visible":true,"icon":[27,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":1000},{"type":"addFastTicksOnResearch","amount":100}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":13},{"name":"experienced","displayName":"Experienced","desc":"To get this achievement you need to complete the other achievements in this tier, along with the Apprentice achievement. @Achievement bonus: +100 [fruit]s at the start of new runs!","tier":1,"visible":true,"icon":[29,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":100},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":14},{"name":"smart","displayName":"Smart","desc":"To get this achievement you need to complete the other achievements in this tier. @Achievement bonus: [house,Houses/Brick houses], [hovel]s, [hut]s, and [branch shelter,Branch/mud shelders] will use less [land] in new runs.","tier":2,"visible":true,"icon":[29,22,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":15},{"name":"man of essences","displayName":"Man of essences","desc":"Obtain the Magic adept trait by getting 2.1M magical essences! //Obtaining it may unlock a new wonder.","tier":3,"visible":true,"icon":[12,22,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":40}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":16},{"name":"magical","displayName":"Magical","desc":"Construct the Fortress of Magicians, a rather...magical wonder. //This achievement will: @unlock a new theme @increase the effect of Wizard towers by 5% without increasing their upkeep cost //This achievement will unlock you some technologies further down the line such as more advanced hunting and fishing.","tier":3,"visible":true,"icon":[10,22,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":15}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":17},{"name":"apprentice","displayName":"Apprentice","desc":"Get 100 or more technologies in a single legacy for the human race.","tier":"tech","visible":true,"icon":[23,21,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":18},{"name":"3rd party","displayName":"3rd party","desc":"Play Magix along with some other mod. //Note: You will gain this achievement only if you install a separate mod at the start of the game. //This achievement does not provide any boosts and is not required for anything.","tier":1,"visible":true,"icon":[23,24,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":19},{"name":"patience","displayName":"Patience","desc":"Complete Chra-nos' trial for the first time. Your determination led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[4,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":20},{"name":"unhappy","displayName":"Unhappy","desc":"Complete Bersaria's trial for the first time. Your calmness in difficult situations led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[7,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":21},{"name":"cultural","displayName":"Cultural","desc":"Complete Tu-ria's trial for the first time. Your artistic and unique thinking led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[19,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":22},{"name":"hunted","displayName":"Hunted","desc":"Complete Hartar's trial for the first time. Becoming hunting masters and showing 'em what bravery truly is led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[25,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":23},{"name":"unfishy","displayName":"Unfishy","desc":"Complete Fishyar's trial for the first time. Making people trust fish a little more led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[22,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":24},{"name":"ocean","displayName":"Ocean","desc":"Complete Posi'zul's trial for the first time. Living near an endless ocean is not impossible, and you are able to prove it! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[2,25,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":25},{"name":"herbalism","displayName":"Herbalism","desc":"Complete Herbalia's trial for the first time. Herbs are not that bad! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[13,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":26},{"name":"buried","displayName":"Buried","desc":"Complete Buri'o dak 's trial for the first and the last time. Death lurks everywhere but coming to terms with it may be the best way to move forward...","tier":4,"visible":true,"icon":[1,26,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":27},{"name":"underground","displayName":"Underground","desc":"Complete Moai's trial for the first time. Stones lead to victory! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[16,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":28},{"name":"pocket","displayName":"Pocket","desc":"Complete Mamuun's trial for the first time. Seems like you have gotten trading skills! This can lead to victory. //Complete this trial again to gain extra Victory Points. It also increases the bonus of this trial.","tier":4,"visible":true,"icon":[10,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":29},{"name":"faithful","displayName":"Faithful","desc":"Complete Enlightened's trial for the first time. Belief and faith is everything. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[1,27,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":30},{"name":"dreamy","displayName":"Dreamy","desc":"Complete Okar the Seer's trial for the first time. Knowledge will eventually lead to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[28,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":31},{"name":"next to the God","displayName":"Next to the deities","desc":"Ascend by the Temple of the Paradise/Ancestors...You managed to be very close to the Deity. But this step will make it easier. Because you had to sacrifice so much time reaching that far, this achievement has plenty of rewards. Here are the rewards you will get for it: @the chances for Culture of the before/afterlife and God's/Ancestors call will be all be tripled @various other traits have a higher chance of being gained @you will start new runs with +1 [faith] and [spirituality] <>You will also unlock the Pantheon upon building this wonder again! (Nope, you won't need to ascend once more by it, just complete it and buy the tech that it will unlock...) @This achievement unlocks you 3 new themes!","tier":3,"visible":true,"icon":[1,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":250},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":32},{"name":"the first choice","displayName":"The first choice","desc":"Spend all your Worship points for the first time to pick Seraphins that your people will worship.","tier":3,"visible":true,"icon":[11,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":100}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":33},{"name":"trait-or","displayName":"Trait-or","desc":"Manage your wonderful tribe to adopt 50 total traits and knowledges.","tier":"trait","visible":true,"icon":[12,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":34},{"name":"not so pious people","displayName":"Not so pious people","desc":"Get: @2 traits that will lower your [faith] income @Also, choose a Seraphin that decreases [faith] income as well. To make this achievement possible, Devil's trait #13 is not required.","tier":3,"visible":true,"icon":[32,26,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":90}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":35},{"name":"talented?","displayName":"Talented?","desc":"To get this achievement you need to complete the other achievements in this tier. @Achievement bonus: All crafting units that use land in the primary world will now use less land. In addition, this bonus applies to Wells, Farms, Filters and Crematoriums. @You also gain 1 extra technology choice when rolling researches.","tier":3,"visible":true,"icon":[32,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":200},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":36},{"name":"lands of despair","displayName":"Lands of despair","desc":"Find the Dead forest biome on your world map. This is the rarest biome in the whole mod and is generally the most hostile biome that can exist on this world.","tier":5,"visible":true,"icon":[1,29,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":200},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":37},{"name":"rising star","displayName":"Rising star","desc":"Manage to get 10k [population,people] in one legacy. //Keep it up!","tier":"population","visible":true,"icon":[36,30,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":38},{"name":"when while becomes eternity","displayName":"When while becomes eternity","desc":"Be lucky (or unlucky) enough to make one of the temporary traits become permanent. Note: not every temporary trait has a chance to become permanent!","tier":5,"visible":true,"icon":[34,17,"magixmod",24,1],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":200}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":39},{"name":"xmas buff","displayName":"Xmas buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":40},{"name":"god complex","displayName":"God complex","desc":"Declare yourself as one of the famous ones and get punished for that. @Note: usurpers get -0% [happiness] until they change their name.","tier":0,"visible":false,"icon":[35,5,"magixmod"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":30}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":41},{"name":"it's over 9000","displayName":"It's over 9000","desc":"What?! 9000?! There is no way that can be right.","tier":0,"visible":false,"icon":[35,10,"magixmod"],"civ":"overall","special":"shadow","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":42},{"name":"just plain lucky","displayName":"Just plain lucky","desc":"Every in-game day you have a 1 in 1,777,777 chance to get this achievement.","tier":0,"visible":false,"icon":[34,10,"magixmod"],"civ":"overall","special":"shadow","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":43},{"name":"cruel goal","displayName":"Cruel goal","desc":"Don't ya think that was very, very cruel? Murdering the root full of hope for the future? @Get your [mausoleum] to at least Level 4 and sacrifice your civilization fully just to finish the final step.","tier":0,"visible":false,"icon":[34,8,"magixmod"],"civ":0,"special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":44},{"name":"that was so brutal","displayName":"That was so brutal","desc":"Oh my goodness! Murdering the root full of hope for future once AGAIN? And with more cruelty than before?! // Sacrifice all of your people to one of following wonders: @[pagoda of passing time] @[pagoda of culture] @[hartar's statue] @[pagoda of democracy] @[fortress of cultural legacy] @[complex of dreamers] @[fortress of magicians] @[platinum fish statue] @[tomb of oceans] @[the Herboleum] @[temple of the Stone] @[Mausoleum of the Dreamer] //You need to have the Cruel goal shadow achievement first to get this shadow achievement.","tier":0,"visible":false,"icon":[35,8,"magixmod"],"civ":0,"special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":45},{"name":"speedresearcher","displayName":"Speedresearcher","desc":"Get at least 60 techs within the first 10 minutes of a legacy.","tier":0,"visible":false,"icon":[35,7,"magixmod"],"civ":0,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":46},{"name":"speedresearcher II","displayName":"Speedresearcher II","desc":"Get at least 100 techs within the first 10 minutes of a legacy.","tier":0,"visible":false,"icon":[35,6,"magixmod"],"civ":0,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":47},{"name":"eternal moments","displayName":"Eternal moments","desc":"Be lucky (or unlucky) enough to make one of the temporary traits become permanent while playing the elf race. Note: not every temporary trait has a chance to become permanent!","tier":5,"visible":true,"icon":[34,17,"magixmod",24,1,"c2"],"civ":1,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":200}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":48},{"name":"starting type","displayName":"Starting type","tier":0,"visible":false,"icon":[1,0,"magixmod"],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":49},{"name":"man o' trait","displayName":"Man o' trait","desc":"Manage your fantastic tribe and get a total of 70 traits and knowledges.","tier":"trait","visible":true,"icon":[35,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":70},{"type":"addFastTicksOnResearch","amount":2}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":50},{"name":"in the shadows","displayName":"In the shadows","desc":"Obtain 1 shadow achievement for the human race.","tier":2,"visible":true,"icon":[34,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":70},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":51},{"name":"capital of christmas","displayName":"Capital of christmas","desc":"Finish the rather nice [wonderful fortress of christmas], which lets you unlock a special buff that lasts only during Christmas and the 7 runs/legacies after [the christmas,Christmas] ends. Merry Christmas!","tier":0,"visible":false,"icon":[1,12,"seasonal"],"civ":0,"special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":52},{"name":"valentine buff","displayName":"Valentine buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":53},{"name":"love for eternity","displayName":"Love for eternity","desc":"Finish the [fortress of love]. //You don't have to ascend by this wonder. Also, this fortress is a place where no lie or cheating ever happens...just simple love and respect. //Symbolically constructed in Paradise. @Bonus: from some sources, you gain 20% more [love] points.","tier":0,"visible":false,"icon":[1,15,"seasonal"],"civ":0,"special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":54},{"name":"so adorable","displayName":"So adorable","desc":"Reach [love] Level 10 during the Valentines event.","tier":2,"visible":false,"icon":[8,15,"seasonal",14,17,"seasonal"],"civ":"overall","special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":55},{"name":"obsessed?","displayName":"Obsessed?","desc":"Reach [love] Level 15 during the Valentines event. //This is probably obsession...","tier":2,"visible":false,"icon":[9,15,"seasonal",16,17,"seasonal"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10},{"type":"pressure","amount":1000}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":56},{"name":"wondersDuringRun","displayName":"WondersDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":57},{"name":"mostPeopleDuringRun","displayName":"MostPeopleDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":58},{"name":"mostElvesDuringRun","displayName":"MostElvesDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":59},{"name":"mostElvesLand","displayName":"MostElvesLand","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":60},{"name":"mostPeopleLand","displayName":"MostPeopleLand","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":61},{"name":"???","displayName":"???","desc":"???","tier":5,"visible":true,"icon":[0,0,0,0,"magix2"],"civ":0,"special":"none","plural":false,"effects":[{"type":"wholenewworld"}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":62},{"name":"the fortress","displayName":"The fortress","desc":"You have been laid to rest in The Fortress, an ancient monument made out of stone that was built in the middle of the forest the purpose of which takes root in archaic elven religious thought.","tier":1,"visible":true,"icon":[1,14,"c2"],"civ":1,"special":"c2","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":100},{"type":"addFastTicksOnResearch2","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":63},{"name":"fortress eternal","displayName":"Fortress eternal","desc":"You have been laid to rest in The Fortress several times. After each time, the Fortress grew bigger and bigger. Evolve the Fortress to 10/10 to get this achievement. Bonuses: @[belief in the afterlife] chance is doubled for the second civilization. @You also gain +1 Insight for the human race at the very start.","tier":2,"visible":true,"icon":[1,24,"c2"],"civ":1,"special":"c2","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":400},{"type":"addFastTicksOnResearch2","amount":50},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":64},{"name":"first overcome","displayName":"First overcome","desc":"Manage to get a tribe of 1k [population,Elves]. //Congrats for dealing with our first problems!","tier":"population","visible":true,"icon":[32,8,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":65},{"name":"pressed progress","displayName":"Pressed progress","desc":"Manage to get a tribe of 10k [population,Elves]. //gg bro :p","tier":"population","visible":true,"icon":[32,9,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":66},{"name":"the moral press","displayName":"The moral press","desc":"Push Pressure enough to be capable of having 25k [population,Elves]. //You know that pressure also affects your production efficiency. But...do you even care about it?","tier":"population","visible":true,"icon":[32,10,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":250}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":67},{"name":"pressure vaccine","displayName":"Pressure vaccine","desc":"Push Pressure enough to be capable of having 85k [population,Elves]. //Don't get too excited...","tier":"population","visible":true,"icon":[32,11,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":450}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":68},{"name":"pressure wiper","displayName":"Pressure wiper","desc":"Push Pressure enough to be capable of having 175k [population,Elves]. //Do you really feel THAT pressured to remove Pressure?","tier":"population","visible":true,"icon":[32,12,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":770}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":69},{"name":"pressure purgator","displayName":"Pressure purgator","desc":"Push Pressure enough to be capable of having 300k [population,Elves]. //Now go for 1M...a bajillion years later","tier":"population","visible":true,"icon":[32,13,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":1250}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":70},{"name":"limit reached","displayName":"Limit reached","desc":"Use up all the Pressure resistance for the first time. //@Note: you will need to have Pressure resistance at a minimum of level 1000 to get this.","tier":1,"visible":true,"icon":[32,14,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":71},{"name":"progressive city","displayName":"Progressive city","desc":"Manage to get 150k [population,people] in one run.","tier":"population","visible":true,"icon":[36,29,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":72},{"name":"metropoly","displayName":"Metropoly","desc":"Manage to get 500k [population,people] in one run.","tier":"population","visible":true,"icon":[25,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":25},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":73},{"name":"a huge city made of the smaller cities","displayName":"A huge city made of the smaller cities","desc":"Manage to get 1M [population,people] in one run. //Unbelievable...","tier":"population","visible":true,"icon":[35,27,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":25},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":74},{"name":"first glory","displayName":"First glory","desc":"Ascend for the first time while playing with the human race. //If you rebirth, you will encounter a new adventure!","tier":1,"visible":true,"icon":[36,28,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":75},{"name":"druidish heart","displayName":"Druidish heart","desc":"Ascend for the first time while playing with the elf race. //If you rebirth, you may encounter a new adventure...like, one more time, right?","tier":1,"visible":true,"icon":[32,15,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":76},{"name":"In the shadows","displayName":"In the shadows","desc":"Obtain 1 shadow achievement for the elf race.","tier":2,"visible":true,"icon":[32,16,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"addFastTicksOnStart2","amount":70},{"type":"addFastTicksOnResearch2","amount":2},{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":77},{"name":"pickedCiv","displayName":"PickedCiv","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":78},{"name":"here you go","displayName":"???","desc":"???","tier":1,"visible":true,"icon":[0,0],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":79},{"name":"halloween buff","displayName":"Halloween buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":80},{"name":"spooktober","displayName":"Spooktober","desc":"Reach [spookiness] Level 10 during the Halloween event.","tier":2,"visible":false,"icon":[8,16,"seasonal",17,8,"seasonal"],"civ":"overall","special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":81},{"name":"spookyear","displayName":"Spookyear","desc":"Reach [spookiness] Level 15 during the Halloween event. //boo","tier":2,"visible":false,"icon":[9,16,"seasonal",18,8,"seasonal"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10},{"type":"pressure","amount":1000}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":82},{"name":"familiar","displayName":"Familiar","desc":"Get 200 or more technologies in a single run for the human race. //Keep going like that...","tier":"tech","visible":true,"icon":[16,24,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":83},{"name":"nature's rookie","displayName":"Nature's rookie","desc":"Get 20 or more technologies in a single run for the elf race.//Baby steps behind us...again!","tier":"tech","visible":true,"icon":[32,18,"c2"],"civ":1,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":84},{"name":"nature's braincell","displayName":"Nature's braincell","desc":"Get 60 or more technologies in a single run for the elf race. //You are doing quite great!","tier":"tech","visible":true,"icon":[32,19,"c2"],"civ":1,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":85},{"name":"A+ student","displayName":"A+ student","desc":"Get 250 or more technologies in a single run for the human race. //I'm about to become a genius...","tier":"tech","visible":true,"icon":[13,33,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":86},{"name":"naturality","displayName":"Naturality","desc":"Make your elvish tribe attract 20 total traits and knowledges. @Note: traits from the Anomaly category do not count, as they are anomalies, not actual traits or knowledges. //It's better to have your own personality than somebody else's.","tier":"trait","visible":true,"icon":[32,20,"c2"],"civ":1,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart2","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":87},{"name":"mostPeople","displayName":"MostPeople","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":88},{"name":"mostElves","displayName":"MostElves","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":89},{"name":"here you go...again","displayName":"???","desc":"???","tier":1,"visible":false,"icon":[0,0],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":90},{"name":"speeddiscoverer","displayName":"Speeddiscoverer","desc":"Get at least 50 techs within the first 30 minutes of a legacy.","tier":0,"visible":false,"icon":[32,17,"c2"],"civ":1,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":91},{"name":"the hour of hope","displayName":"The hour of hope","desc":"Maintain this save for at least a hour. //Why hope? Because hope will move us forward.","tier":2,"visible":true,"icon":[36,26,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":92},{"name":"the day of rise","displayName":"The day of rise","desc":"Maintain this save for at least one day. //Well, thanks for playing this game, I guess!","tier":2,"visible":true,"icon":[36,25,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":93},{"name":"authority's week","displayName":"Authority's week","desc":"Maintain this save for at least one week. //You're about 2% of the way there...","tier":2,"visible":true,"icon":[36,24,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":94},{"name":"golden month","displayName":"Golden month","desc":"Maintain this save for at least one month. //We hope that you enjoyed this game!","tier":2,"visible":true,"icon":[36,23,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":95},{"name":"so much to do, so much to see","displayName":"So much to do, so much to see","desc":"Maintain this save for at least one year! //Wow...congrats!","tier":0,"visible":false,"icon":[36,22,"magixmod"],"civ":"overall","special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":96},{"name":"an ocean's voyage","displayName":"An ocean's voyage","desc":"While in the [t6,Ocean trial], manage to get the [Wizard complex] tech to gain all seven trial-related upgrades! //How did you get that far with the world practically falling apart?","tier":0,"visible":false,"icon":[16,0,"magix2"],"civ":0,"special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":500}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":97}],"lands":[{"name":"ocean","displayName":"Ocean","names":["Ocean"],"goods":[{"type":"saltwater fish","min":1,"max":3},{"type":"saltwater"},{"type":"squid","min":0.1,"max":2,"chance":0.3333333333333333},{"type":"kelp","min":0.01,"max":1.5,"chance":0.88}],"icon":[0,0],"image":3,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"arctic ocean","displayName":"Arctic ocean","names":["Icesheet"],"goods":[{"type":"saltwater fish","min":1,"max":3},{"type":"snow 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They can be hunted for [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2}},"icon":[2,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"deer","displayName":"Deer","desc":"Forest herbivores that live in herds and are a good source of [meat], [bone]s and [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1}},"icon":[3,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"bears","displayName":"Bears","desc":"Large omnivorous mammals that hibernate in cold seasons but fearsome in battle. They yield plenty of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1}},"icon":[5,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"polar bears","displayName":"Polar bears","desc":"Large omnivorous mammals that live in snowy regions, and are extremely fierce hunters. These animals will give plenty of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1,"hide":1}},"icon":[10,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"boars","displayName":"Boars","desc":"Omnivorous mammals armed with tusks that provide [meat], [bone]s and [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":3,"bone":1}},"icon":[4,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"foxes","displayName":"Foxes","desc":"These sly hunters can be butchered for [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2}},"icon":[6,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"wolves","displayName":"Wolves","desc":"Ferocious carnivores that hunt in packs; a dangerous source of [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":3,"bone":0.5}},"icon":[7,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"wild bugs","displayName":"Bugs","desc":"[wild bugs,Bugs] are ubiquitious and easy to capture.","res":{"gather":{"bugs":2}},"icon":[8,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"seals","displayName":"Seals","desc":"Carnivorous semi-aquatic mammal that will give you [meat], [bone]s and [hide]s.//Carcasses can be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":3,"bone":0.5}},"icon":[9,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"saltwater fish","displayName":"Saltwater fish","desc":"Fish of every size and color.//A source of [seafood].","res":{"gather":{"seafood":0.03},"fish":{"seafood":3}},"icon":[11,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"freshwater fish","displayName":"Freshwater fish","desc":"Fish that live in streams and rivers.//A source of [seafood].","res":{"gather":{"seafood":0.03},"fish":{"seafood":3}},"icon":[12,11],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"clams","displayName":"Clams","desc":"Bivalves and other assorted shells.//A source of [seafood] and fairly easy to gather.","res":{"gather":{"seafood":0.5},"fish":{"seafood":1}},"icon":[0,0],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"crabs","displayName":"Crabs","desc":"Skittish crustaceans that walk sideways.//An occasional source of [seafood] when gathering: you're better off fishing for them instead.","res":{"gather":{"seafood":0.1},"fish":{"seafood":2}},"icon":[0,0],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"rocky substrate","displayName":"Rocky substrate","desc":"A [rocky substrate] is found underneath terrain with moderate temperature and humidity.//Surface [stone]s may be gathered by hand.//Digging often produces [mud], more [stone]s and occasionally [copper ore,Ores] and [clay].//Mining provides the best results, outputting a variety of [stone]s, rare [gold ore,Ores], and precious [gems].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":2,"clay":0.15,"stone":0.6,"copper ore":0.008,"tin ore":0.008,"limestone":0.1,"salt":0.051},"mine":{"stone":0.3,"copper ore":0.085,"tin ore":0.085,"iron ore":0.04,"gold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.003,"various stones":0.3,"pyrite":0.001},"quarry":{"cut stone":0.7,"limestone":0.5,"marble":0.01,"various cut stones":0.3},"deep mine":{"pyrite":0.065,"zinc ore":0.03,"dinium ore":0.04,"gems":0.005},"deep quarry":{"lead ore":0.04,"mythril ore":0.02,"blackium ore":0.03,"salt":0.001,"unknownium ore":0.03}},"icon":[11,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"snow cover","displayName":"Snow cover","desc":"A [snow cover] is often available year-long in cold environments, and is a good source of [water]; it may also conceal [ice] that must be dug out.","res":{"gather":{"water":4,"muddy water":8},"dig":{"ice":0.2}},"icon":[13,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"sandy soil","displayName":"Sandy soil","desc":"[sandy soil] is the result of a [rocky substrate] eroded by wind over long periods of time. [sand] is plentiful here.","res":{"dig":{"sand":1}},"icon":[12,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"saltwater","displayName":"Saltwater","desc":"[saltwater] cannot be collected for [water], but may produce [salt] deposits.","res":{"gather":{"salt":0.05}},"icon":[14,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"freshwater","displayName":"Freshwater","desc":"[freshwater], whether found in streams or from rainwater, can be collected for [water] and [muddy water].","res":{"gather":{"water":8,"muddy water":8}},"icon":[15,10],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"swampflowers","displayName":"Swampflowers","desc":"Swampflowers like cattail are common goods that can be found in swamps.","res":{"flowers":{"flowers":2.1},"gather":{"muddy water":1}},"icon":[7,23,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"rb1","displayName":"Rosebush","desc":"A bush filled with some [flowers].","res":{"flowers":{"flowers":4.3}},"icon":[8,23,"magixmod"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"rb2","displayName":"Rosebush","desc":"A bush filled with some [flowers].","res":{"flowers":{"flowers":3.7}},"icon":[9,23,"magixmod"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"vfb1","displayName":"Flower bush","desc":"A bush filled with some [flowers].","res":{"flowers":{"flowers":4.1}},"icon":[10,23,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"vfb2","displayName":"Flower bush","desc":"A bush filled with some [flowers].","res":{"flowers":{"flowers":4.1}},"icon":[10,23,"magixmod"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"bush of tulips","displayName":"Bush of tulips","desc":"A bush filled with [flowers].","res":{"flowers":{"flowers":5}},"icon":[12,23,"magixmod"],"mult":1,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"crocodiles","displayName":"Crocodiles","desc":"Crocodiles are large semiaquatic reptiles that live throughout the tropics especially swamplands. A source of [meat] and [leather].//Carcasses can also be gathered for [spoiled food].","res":{"hunt":{"meat":2},"gather":{"spoiled food":1}},"icon":[17,24,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"willow","displayName":"Willow","desc":"The [willow,Willow tree] tends to grow in lush, wet climates and can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":2,"stick":4},"gather":{"stick":1}},"icon":[20,24,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"mangrove","displayName":"Mangrove","desc":"Similar to [willow]s, the [mangrove,Mangrove tree] tends to grow in lush, wet climates and can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":2,"stick":5},"gather":{"stick":1.1}},"icon":[18,24,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"lavender","displayName":"Lavender","desc":"A nice flower that has relaxing smell and can be used in aromatherapy. However, [lavender] flowers are hard to come by.","res":{"flowers":{"flowers":0.1}},"icon":[35,4,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"jacaranda","displayName":"Jacaranda","desc":"The [jacaranda,Jacaranda tree] appears only at Lavender fields and grows in temperate climate. //Can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":2,"stick":4},"gather":{"stick":1}},"icon":[19,24,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"Ice","displayName":"Ice","desc":"Only in an iceberg can you can find so much [ice]! It is freeeezing there though...Brrr...","res":{"dig":{"ice":2.25}},"icon":[21,24,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"Sugar cane","displayName":"Sugar cane","desc":"[sugar cane] can live and grow in wetlands, but in small amounts. Can be found at lush biomes and amount of sugar cane is not constant. At some lands you may find that [sugar cane] is scarce, while somewhere else it is plenty.","res":{"gather":{"sugar cane":0.000002}},"icon":[31,22,"magixmod"],"mult":1,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"squid","displayName":"Squid","desc":"Squid provide a nice source of [ink]. You need [ink-fishing] to collect it, however.","res":{"fish":{}},"icon":[32,6,"magixmod"],"mult":0,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"warm rocky substrate","displayName":"Warm rocky substrate","desc":"A [warm rocky substrate] is found underneath biomes with warm temperature and low humidity.//Surface [stone]s may be gathered by hand.//This soil contains low amounts of [clay] and negligible amounts of [mud], more [stone]s, and occasionally [copper ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, more common [gold ore] and [salt], but less precious [gems].//Quarrying underneath there provides a little [marble].","res":{"gather":{"stone":0.2,"clay":0.002,"limestone":0.003},"dig":{"mud":0.1,"clay":0.3,"stone":0.6,"copper ore":0.008,"tin ore":0.008,"limestone":0.1,"salt":0.051,"sand":0.00001},"mine":{"stone":0.8,"copper ore":0.01,"tin ore":0.08,"iron ore":0.042,"gold ore":0.0052,"coal":0.11,"salt":0.14,"gems":0.004,"various stones":0.2,"pyrite":0.0015},"quarry":{"cut stone":0.9,"limestone":0.5,"marble":0.0088,"various cut stones":0.1},"deep mine":{"pyrite":0.07,"zinc ore":0.02,"dinium ore":0.042,"gems":0.007},"deep quarry":{"lead ore":0.03,"mythril ore":0.027,"blackium ore":0.05,"unknownium ore":0.025}},"icon":[33,23,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"tundra rocky substrate","displayName":"Tundra rocky substrate","desc":"A [tundra rocky substrate] is found underneath biomes with low temperatures or similar to tundra.//Surface [stone]s may be gathered by hand.//This soil contains less [clay] and [mud], more [stone]s and a little bit less [copper ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, more common [iron ore] and [coal], but less of ores like [copper ore,Copper] or [tin ore,Tin]. Can't forget about [gems] though!//Quarrying underneath provides more [limestone] and [platinum ore].","res":{"gather":{"stone":0.2,"clay":0.004,"limestone":0.0035},"dig":{"mud":1.5,"clay":0.2,"stone":0.6,"copper ore":0.006,"tin ore":0.006,"limestone":0.1,"salt":0.051},"mine":{"stone":0.95,"copper ore":0.09,"tin ore":0.07,"iron ore":0.046,"gold ore":0.0035,"coal":0.16,"salt":0.1,"gems":0.005,"various stones":0.05,"pyrite":0.02},"quarry":{"cut stone":0.85,"limestone":0.62,"marble":0.01,"various cut stones":0.15},"deep mine":{"pyrite":0.02,"zinc ore":0.03,"dinium ore":0.06,"gems":0.003},"deep quarry":{"lead ore":0.04,"mythril ore":0.015,"blackium ore":0.025,"unknownium ore":0.02,"salt":0.001}},"icon":[33,22,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"ice desert rocky substrate","displayName":"Ice desert rocky substrate","desc":"A [ice desert rocky substrate] is found underneath biomes with very low temperatures.//Surface [stone]s may be gathered by hand.//This soil contains no [mud], more [stone]s and [limestone], and rarely [copper ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, an abundance of [iron ore], and some [coal], but less amounts of ores like [copper ore,Copper] or [tin ore,Tin]. Can't forget about [gems] though! Here you can find a little bit more of them.//Quarrying underneath there provides more [limestone] and [marble], but way less [various stones].//This substrate contains no [salt].","res":{"gather":{"stone":0.2,"clay":0.002,"limestone":0.0035},"dig":{"clay":0.2,"stone":0.6,"copper ore":0.001,"tin ore":0.001,"limestone":0.105},"mine":{"stone":0.944,"copper ore":0.09,"tin ore":0.07,"iron ore":0.06,"gold ore":0.0035,"coal":0.21,"gems":0.0052,"various stones":0.006},"quarry":{"cut stone":1,"limestone":0.62,"marble":0.01,"various cut stones":0.001},"deep mine":{"zinc ore":0.07,"dinium ore":0.06,"gems":0.003},"deep quarry":{"lead ore":0.08,"mythril ore":0.019,"blackium ore":0.01,"unknownium ore":0.05}},"icon":[33,21,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"wet rocky substrate","displayName":"Wet rocky substrate","desc":"A [wet rocky substrate] is found underneath terrain with high humidity.//Surface [stone]s may be gathered by hand.//Digging often produces way more [mud] and [clay], more [stone]s and occasionally [copper ore,Ores] and [clay]. Digging there provides more [limestone] but provides no [salt].//Mining provides the best results, outputting a variety of [stone]s, more common [copper ore,Copper], and precious [gems]. Also, mining there provides way less [iron ore,Iron].//Quarrying provides a little more [limestone] and [marble] but less [cut stone] than usual.","res":{"gather":{"stone":0.25,"clay":0.007,"limestone":0.005},"dig":{"mud":4.2,"clay":0.45,"stone":0.6,"copper ore":0.008,"tin ore":0.008,"limestone":0.14},"mine":{"stone":0.85,"copper ore":0.011,"tin ore":0.085,"iron ore":0.02,"gold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.005,"various stones":0.15},"quarry":{"cut stone":0.81,"limestone":0.55,"marble":0.011,"various cut stones":0.09},"deep mine":{"pyrite":1,"zinc ore":0.04,"dinium ore":0.01,"gems":0.002},"deep quarry":{"lead ore":0.045,"mythril ore":0.032,"unknownium ore":0.06}},"icon":[33,20,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"jungle rocky substrate","displayName":"Jungle rocky substrate","desc":"A [jungle rocky substrate] is found underneath jungles.//Surface [stone]s may be gathered by hand.//Digging often produces way more [clay], more [stone]s and occasionally [copper ore,Ores] and [clay]. Digging there provides more [limestone] but provides no [salt].//Mining provides the best results, outputting a variety of [stone]s, more common [tin ore,Tin] but less precious [gems] and way less [copper ore,Copper] amounts. Also, mining there provides way less [iron ore,Iron].//Quarrying provides less [platinum ore,Platinum].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":2,"clay":0.35,"stone":0.6,"copper ore":0.008,"tin ore":0.008,"limestone":0.14},"mine":{"stone":0.8,"copper ore":0.004,"tin ore":0.014,"iron ore":0.05,"gold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.004,"various stones":0.2},"quarry":{"cut stone":0.75,"limestone":0.5,"marble":0.01,"various cut stones":0.25},"deep mine":{"zinc ore":0.01,"dinium ore":0.04},"deep quarry":{"lead ore":0.05,"mythril ore":0.032,"unknownium ore":0.04}},"icon":[33,18,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"lush rocky substrate","displayName":"Lush rocky substrate","desc":"A [lush rocky substrate] is found underneath terrain with a lush temperature and stable humidity.//Surface [stone]s may be gathered by hand.//Digging often produces [mud], more [stone]s and occasionally [copper ore,Ores] and a bit less [clay].//Mining provides the best results, outputting a variety of [stone]s, a little bit more rarely [gold ore,Ores], and precious [gems] but less of ores like [copper ore,Copper], [tin ore,Tin], and [iron ore,Iron]. Also, you will find less [coal] here.//Quarrying there gives a little bit more [marble] and [platinum ore,Platinum].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":2,"clay":0.13,"stone":0.6,"copper ore":0.0079,"tin ore":0.0081,"limestone":0.1,"salt":0.05},"mine":{"stone":0.88,"copper ore":0.055,"tin ore":0.055,"iron ore":0.025,"gold ore":0.0038,"coal":0.078,"salt":0.1,"gems":0.005,"various stones":0.12},"quarry":{"cut stone":0.9,"limestone":0.5,"marble":0.01,"various cut stones":0.1},"deep mine":{"pyrite":0.05,"zinc ore":0.035,"dinium ore":0.045,"gems":0.001},"deep quarry":{"lead ore":0.046,"mythril ore":0.024,"blackium ore":0.034,"salt":0.001,"unknownium ore":0.034}},"icon":[33,19,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"dead rocky substrate","displayName":"Dead rocky substrate","desc":"A [dead rocky substrate] is unique to the Dead forest biome.//Surface [stone]s may be gathered by hand.//Digging rarely produces [mud], more [stone]s and occasionally [copper ore,Ores] and [clay].//Mining there is not worth it at all because you will find almost no [tin ore,Ores]! //Same with quarrying (excluding [marble] and [platinum ore,Platinum], which is more common than anywhere else). //Here, you will find no [gold ore,Gold].","res":{"gather":{"stone":0.25,"clay":0.004,"limestone":0.002},"dig":{"mud":0.5,"clay":0.05,"stone":0.2,"copper ore":0.002,"tin ore":0.002,"limestone":0.025,"salt":0.02},"mine":{"stone":0.8,"copper ore":0.03,"tin ore":0.03,"iron ore":0.01,"coal":0.04,"salt":0.1,"gems":0.001,"various stones":0.2},"quarry":{"cut stone":0.6,"limestone":0.1,"marble":0.01,"various cut stones":0.2}},"icon":[33,16,"magixmod"],"mult":3.85,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"dead grass","displayName":"Dead grass","desc":"[dead grass] is a bad source of [herb]s, however, you may gain a piece of [fruit] or a [stick] when foraging.","res":{"gather":{"fruit":0.1,"stick":0.5}},"icon":[33,15,"magixmod"],"mult":8.5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"mudwater","displayName":"Mudwater","desc":"[mudwater], whether found in some swamps and Dead forests, can only be collected for unhealthy [muddy water].","res":{"gather":{"muddy water":12}},"icon":[33,17,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"animal corpse","displayName":"Animal corpse","desc":"[animal corpse]s are exclusively found here. Some of them are dug underground by the ages, so both digging and gathering may provide some [bone]s.","res":{"gather":{"bone":0.1},"dig":{"bone":0.2}},"icon":[33,14,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"dead fishes","displayName":"Dead fishes","desc":"These stinky fish have a decisively bad smell. This can give you an insignificant amount of [spoiled food].","res":{"fish":{"spoiled food":0.02}},"icon":[33,13,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"spoiled fruits","displayName":"Spoiled fruits","desc":"Fruits that are dangerous for [health] when eaten. A source of some [spoiled food].","res":{"gather":{"spoiled food":0.1}},"icon":[33,12,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"badlands substrate","displayName":"Badlands substrate","desc":"A [badlands substrate] can only be found in the badlands biome.//Instead of [stone]s, there are [various stones] that can be gathered by hand.//By digging, you can find less [mud] and [clay], more [various stones], and small portions of [copper ore,Soft metal ores]. You won't find any [salt] by digging here.//Mining provides the best results, outputting a variety of [various stones], more often [gold ore,Precious ores], [salt] and [gems], but you will find less [coal] there.","res":{"gather":{"various stones":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":0.5,"clay":0.05,"various stones":0.6,"copper ore":0.006,"tin ore":0.006,"limestone":0.11},"mine":{"various stones":0.97,"copper ore":0.065,"tin ore":0.06,"iron ore":0.035,"gold ore":0.008,"coal":0.03,"salt":0.16,"gems":0.009,"stone":0.03},"quarry":{"cut stone":0.05,"limestone":0.5,"marble":0.01,"various cut stones":0.95},"deep mine":{"pyrite":0.001,"zinc ore":0.05,"dinium ore":0.041},"deep quarry":{"mythril ore":0.01,"blackium ore":0.032,"unknownium ore":0.02}},"icon":[3,29,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"ostrich","displayName":"Ostrich","desc":"[meat] source that can be found in the Savanna, Desert and Badlands biomes. Ostriches are birds without wings and run very fast, making hunting them more challenging.","res":{"hunt":{"meat":2,"bone":0.25}},"icon":[4,29,"magixmod"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"xeric substrate","displayName":"Xeric substrate","desc":"A [xeric substrate] can only be found at xeric shrublands.//There are [stone]s that can be gathered by hand.//By digging, you can find no [clay], less [stone]s, and some [copper ore,Ores]. There are also small amounts of [salt] hidden throughout.//Mining provides the best results, outputting a variety of [stone]s, more often [gold ore,Precious ores] (in fact, more fool's gold than true gold) and precious [gems].//Quarrying there provides no mythril.","res":{"gather":{"various stones":0.25,"clay":0.005,"limestone":0.005},"dig":{"mud":2.15,"stone":0.1,"copper ore":0.008,"tin ore":0.008,"limestone":0.13,"salt":0.001},"mine":{"stone":0.9,"copper ore":0.08,"tin ore":0.08,"iron ore":0.04,"gold ore":0.04,"coal":0.07,"salt":0.15,"gems":0.009,"various stones":0.1},"quarry":{"cut stone":0.05,"limestone":0.5,"marble":0.01,"various cut stones":0.95}},"icon":[6,29,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"cherry blossom","displayName":"Cherry blossom","desc":"[cherry blossom]s appear only on their respective grove and grow in a temperate but lush climate. //These unique trees can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":2,"stick":4},"gather":{"stick":1}},"icon":[36,2,"magixmod"],"mult":5,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"coral reef","displayName":"Coral reef","desc":"Colorful, beautiful corals. They like to live in warm, tropical oceans and seas. However, some reefs can be met in the depths of lukewarm oceans in much smaller colonies. //This does not provide anything useful, however.","res":{},"icon":[61,0,"magix2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"kelp","displayName":"Kelp","desc":"Kelp or seagrass. They can be found in a variety of aquatic places. In some regions of the marine world, kelp are very common, while in others, they become very scarce.","res":{"kelp":{"kelp2":1}},"icon":[62,0,"magix2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"bee nest","displayName":"Bee nest","desc":"Each bee nest is full of tiny cells may provide a small source of [honey] and [honeycomb]s. Bees may also help pollinate nearby [flowers], ensuring that they grow properly.","res":{"honey":{"honey":0.1,"honeycomb":0.05}},"icon":[7,0,"magix2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65}],"resources":[{"name":"victory point","displayName":"Victory point","desc":"You can gain [victory point]s for completing some Trials. All of the trials are repeatable, except for the Buried trial. After the first completion of a trial, it grants 1 [victory point], and for every subsequent attempt, you gain additional [victory point]s (this gain grows more and more powerful the more times you complete a single Trial). These points can't be spent, but their amount can provide extra bonuses.","startWith":0,"icon":[0,28,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":0},{"name":"died this year","displayName":"Died this year","hidden":true,"startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"born this year","displayName":"Born this year","hidden":true,"startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"population","displayName":"Population","desc":"Your [population] represents everyone living under your rule. These are the people that look to you for protection, survival, and glory.","startWith":0,"colorGood":"#3b4","colorBad":"#f44","icon":[0,3],"meta":true,"tick":"function (me, tick) {\\n if (me.amount > G.achievByName['mostPeopleDuringRun'].won) G.achievByName['mostPeopleDuringRun'].won = me.amount;\\n if (me.amount > G.achievByName['mostPeople'].won) G.achievByName['mostPeople'].won = me.amount;\\n //this.displayName=G.getName('inhabs');\\n\\n if (me.amount > 0) {\\n //note : we also sneak in some stuff unrelated to population here\\n //policy ticks\\n if (G.checkPolicy('water rituals') == 'on') {\\n if (G.getRes('magic essences').amount <= 150) G.setPolicyModeByName('water rituals', 'off')\\n else G.lose('magic essences', 150, 'rituals')\\n }\\n if (G.checkPolicy('love of honey') == 'on') {\\n if (G.getRes('nature essence').amount <= 250) G.setPolicyModeByName('love of honey', 'off')\\n else G.lose('nature essence', 250, 'rituals')\\n }\\n\\n if (tick % 20 == 0) {\\n if (!G.has('policy revaluation')) {\\n var rituals = ['fertility rituals', 'harvest rituals', 'flower rituals', 'wisdom rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (G.getRes('faith').amount <= 0) G.setPolicyModeByName(rituals[i], 'off');\\n else G.lose('faith', 1, 'rituals');\\n }\\n }\\n } else {\\n var rituals = ['fertility rituals', 'harvest rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (G.getRes('faith II').amount <= 0) G.setPolicyModeByName(rituals[i], 'off');\\n else G.lose('faith II', 0.1, 'rituals');\\n }\\n }\\n }\\n var rituals = ['harvest rituals for flowers'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (!G.has('policy revaluation')) {\\n if ((G.getRes('faith').amount <= 0) || (G.getRes('influence').amount <= 0)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith', 1, 'rituals')\\n G.lose('influence', 1, 'rituals')\\n }\\n } else {\\n if ((G.getRes('faith II').amount <= 0) || (G.getRes('influence II').amount <= 0)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith II', 0.1, 'rituals')\\n G.lose('influence II', 0.05, 'rituals')\\n }\\n }\\n }\\n }\\n var rituals = ['discovery rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (!G.has('policy revaluation')) {\\n if ((G.getRes('faith').amount < 2)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith', 2, 'rituals')\\n }\\n } else {\\n if ((G.getRes('faith II').amount < 2)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith II', 0.2, 'rituals')\\n }\\n }\\n }\\n }\\n var rituals = ['crafting & farm rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (!G.has('policy revaluation')) {\\n if ((G.getRes('faith').amount <= 0) || (G.getRes('influence').amount <= 0)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith', 10, 'rituals')\\n G.lose('influence', 10, 'rituals')\\n }\\n } else {\\n if ((G.getRes('faith II').amount <= 0) || (G.getRes('influence II').amount <= 0)) {\\n G.setPolicyModeByName(rituals[i], 'off');\\n } else {\\n G.lose('faith II', 0.1, 'rituals')\\n G.lose('influence II', 0.05, 'rituals')\\n }\\n }\\n }\\n }\\n if (G.has('ritualism II')) {\\n var rituals = ['wisdom rituals', 'flower rituals'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (G.getRes('faith II').amount <= 0) G.setPolicyModeByName(rituals[i], 'off');\\n else G.lose('faith II', 1, 'rituals');\\n }\\n }\\n }\\n }\\n var eatongathermult = 0.5;\\n var happinessLevel = G.getRes('happiness').amount / me.amount;\\n if (G.checkPolicy('eat on gather') == 'on' && happinessLevel < 70 && G.getRes('food').amount > 0) changeHappiness(me.amount * eatongathermult * (G.has(\\"t7\\") ? 0.2 : 1), 'instant eating');\\n var productionMult = G.doFunc('production multiplier', 1);\\n\\n var deathUnhappinessMult = 1;\\n if (G.has('fear of death')) deathUnhappinessMult *= 2 * (G.has('bII(normal)') ? 0.95 : 1);\\n if (G.has('acceptance of death')) deathUnhappinessMult /= 2 * (G.has('bII(acceptance)') ? 1.05 : 1);\\n if (G.has('death scepticism')) (G.year % 40 > 20 ? deathUnhappinessMult *= (5 / 3) : deathUnhappinessMult *= 1 / 3);\\n if (G.has('belief in the afterlife')) deathUnhappinessMult /= 2;\\n if (G.has('culture of the afterlife')) deathUnhappinessMult /= 1.75;\\n if (G.has('culture of the beforelife')) { if (parseInt((G.year + 1) / 10) % 2 == 0) deathUnhappinessMult *= 0.9; else deathUnhappinessMult *= 1.1 };\\n if (G.has('hope of revenant abandoning')) deathUnhappinessMult /= 2;\\n if (G.has('dt12')) deathUnhappinessMult *= 1.5;\\n if (G.has('respect for the corpse')) deathUnhappinessMult /= 1.25;\\n if (tick % 3 == 0 && G.checkPolicy('disable eating') == 'off') {\\n //drink water\\n var toConsume = 0;\\n var consumeMult = 1;\\n var happinessAdd = 0;\\n if (G.has('drought') && G.has('drought preparation')) { consumeMult *= 0.95 }\\n if (G.has('ungrateful tribe II')) { consumeMult *= 0.99 }\\n if (G.has('dry throats')) { consumeMult *= 0.85; happinessAdd -= 0.04; }\\n else if (G.has('joy of drinking')) { consumeMult *= 1.15; happinessAdd += 0.04; }\\n else if (G.has('unstable drinking habits')) { consumeMult *= (G.year % 31 > 15 ? 1.05 : 0.95); happinessAdd += (G.year % 31 > 15 ? 0.003 : -0.003) } //fluid\\n else if (G.has('unstable consumption habits')) {\\n var n = G.year % 80;\\n if (n < 20) {\\n consumeMult *= 1.05; happinessAdd += 0.004;\\n }\\n if (n >= 20 && n < 40) {\\n consumeMult *= 0.95; happinessAdd -= 0.02;\\n } else if (n >= 40 && n < 60) consumeMult *= 1.025;\\n else consumeMult *= 0.975;\\n }//general fluid\\n var weights = { 'baby': 0.1 * (G.year == 0 ? 0.9 : 1), 'child of Christmas': 0.3 * (G.year == 0 ? 0.9 : 1), 'child': 0.3 * (G.year == 0 ? 0.9 : 1), 'adult': 0.5 * (G.year == 0 ? 0.9 : 1), 'elder': 0.5 * (G.year == 0 ? 0.9 : 1), 'sick': 0.4 * (G.year == 0 ? 0.9 : 1), 'wounded': 0.4 * (G.year == 0 ? 0.9 : 1), 'alchemist': 0.5 * (G.year == 0 ? 0.9 : 1), 'prisoner': 0.4 * (G.year == 0 ? 0.9 : 1) };\\n for (var i in weights) { toConsume += G.getRes(i).amount * weights[i]; }\\n var rations = G.checkPolicy('water rations');\\n switch (rations) {\\n case 'none': toConsume = 0; changeHappiness((-me.amount * 3) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); G.gain('health', -me.amount * 2, 'water rations'); break;\\n case 'meager': toConsume *= 0.5; changeHappiness((-me.amount * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); G.gain('health', -me.amount * 0.5, 'water rations'); break;\\n case 'sufficient':\\n toConsume *= 1;\\n changeHappiness(((happinessLevel < 0 ? me.amount * 0.2 : -me.amount * 0.2) * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); break;\\n case 'plentiful': toConsume *= 1.5; changeHappiness((me.amount * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1.1 : Math.pow(happinessLevel * 0.02, 0.4)), 'water rations'); break;\\n }\\n toConsume = randomFloor(toConsume * consumeMult);\\n var consumed = G.lose('water', toConsume, 'drinking');\\n changeHappiness(consumed * happinessAdd * (G.has(\\"t7\\") ? 0.2 : 0.5), 'water culture');\\n var lacking = toConsume - consumed;\\n if (rations == 'none') lacking = me.amount * 0.5;\\n if (lacking > 0)//are we out of water?\\n {\\n //resort to muddy water\\n if (rations != 'none' && G.checkPolicy('drink muddy water') == 'on') lacking = lacking - G.lose('muddy water', lacking, 'drinking');\\n if (lacking > 0 && G.checkPolicy('disable aging') == 'off')//are we also out of muddy water?\\n {\\n changeHappiness(-lacking * 5 * (G.has(\\"t7\\") ? 0.2 : 1), 'no water');\\n //die off\\n var toDie = (lacking / 5) * 0.05;\\n if (G.year < 1) toDie /= 5;//less deaths in the first year\\n var died = 0;\\n var weights = { 'baby': 0.1, 'child of Christmas': 0.2, 'child': 0.2, 'adult': 0.5, 'elder': 1, 'sick': 0.4, 'wounded': 0.3, 'alchemist': 0.5, 'prisoner': 0.4 };//the elderly are the first to starve off\\n var sum = 0; for (var i in weights) { sum += weights[i]; } for (var i in weights) { weights[i] /= sum; }//normalize\\n for (var i in weights) { var ratio = (G.getRes(i).amount / me.amount); weights[i] = ratio + (1 - ratio) * weights[i]; }\\n for (var i in weights) { var n = G.lose(i, randomFloor((Math.random() * 0.8 + 0.2) * toDie * weights[i]), 'dehydration'); died += n; }\\n G.gain('corpse', died, 'dehydration');\\n changeHappiness(-died * 20 * deathUnhappinessMult, 'dehydration');\\n G.getRes('died this year').amount += died;\\n if (G.getSetting('death messages') || G.resets < 3) { //toggle\\n if (died > 0) G.Message({ type: 'bad', mergeId: 'diedDehydration', textFunc: function (args) { return B(args.died) + ' ' + (args.died == 1 ? 'person' : 'people') + ' died from dehydration.'; }, args: { died: died }, icon: [5, 4] });\\n };\\n }\\n }\\n\\n //eat food\\n var toConsume = 0;\\n var consumeMult = 1;\\n var happinessAdd = 0;\\n if (G.has('culture of moderation')) { consumeMult *= 0.85; happinessAdd -= 0.1; }\\n if (G.has('ungrateful tribe')) { consumeMult *= 0.97 }\\n if (G.has('ungrateful tribe II')) { consumeMult *= 0.99 }\\n if (G.has('tribe of eaters')) { consumeMult *= 1.2 }\\n else if (G.has('joy of eating')) { consumeMult *= 1.15; happinessAdd += 0.1; }\\n else if (G.has('unstable eating habits')) { consumeMult *= (G.year % 31 > 15 ? 1.05 : 0.95); happinessAdd += (G.year % 31 > 15 ? 0.03 : -0.03) } //fluid\\n else if (G.has('unstable consumption habits')) {\\n var n = G.year % 80;\\n if (n < 20) {\\n consumeMult *= 1.05; happinessAdd += 0.01;\\n }\\n if (n >= 20 && n < 40) {\\n consumeMult *= 0.95; happinessAdd -= 0.05;\\n } else if (n >= 40 && n < 60) consumeMult *= 1.025;\\n else consumeMult *= 0.975;\\n }//general fluid\\n\\n var weights = { 'baby': 0.2 * (G.year == 0 ? 0.9 : 1), 'child of Christmas': 0.5 * (G.year == 0 ? 0.9 : 1), 'child': 0.5 * (G.has('child workforce') ? 1.1 : 1) * (G.year == 0 ? 0.9 : 1), 'adult': 1 * (G.year == 0 ? 0.9 : 1), 'elder': 1 * (G.year == 0 ? 0.9 : 1), 'sick': 0.75 * (G.year == 0 ? 0.9 : 1), 'wounded': 0.75 * (G.year == 0 ? 0.9 : 1), 'alchemist': 0.5 * (G.year == 0 ? 0.9 : 1), 'prisoner': 0.4 * (G.year == 0 ? 0.9 : 1) };\\n for (var i in weights) { toConsume += G.getRes(i).amount * weights[i]; }\\n var rations = G.checkPolicy('food rations');\\n switch (rations) {\\n case 'none': toConsume = 0; changeHappiness((-me.amount * 2) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); G.gain('health', -me.amount * 2, 'food rations'); break;\\n case 'meager': toConsume *= 0.5; changeHappiness((-me.amount * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); G.gain('health', -me.amount * 0.5, 'food rations'); break;\\n case 'sufficient':\\n toConsume *= 1;\\n if (Math.abs(happinessLevel) > 100)\\n changeHappiness((happinessLevel < 0 ? me.amount * 0.5 : -me.amount * 0.5) * (G.has(\\"t7\\") ? 0.2 : 1) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); break;\\n case 'plentiful': toConsume *= 1.5;\\n changeHappiness((me.amount * (G.has(\\"t7\\") ? 0.2 : 1)) / (happinessLevel < 0 ? 1 : Math.pow(happinessLevel * 0.02, 0.4)), 'food rations'); break;\\n }\\n toConsume = randomFloor(toConsume * consumeMult);\\n var consumed = G.lose('food', toConsume, 'eating');\\n changeHappiness(G.lose('salt', randomFloor(consumed * 0.1), 'salting food') * 5, 'salting food');//use salt\\n changeHappiness(G.lose('spices', randomFloor(consumed * 0.00003), 'spicing food') * (G.has('love of spice') ? 36 : 30), 'spicing food');//use spice\\n changeHappiness(consumed * happinessAdd * (G.has(\\"t7\\") ? 0.2 : 0.5), 'food culture');\\n var lacking = toConsume - consumed;\\n if (rations == 'none') lacking = me.amount * 1;\\n\\n if (lacking > 0)//are we out of food?\\n {\\n //resort to spoiled food\\n if (rations != 'none' && G.checkPolicy('eat spoiled food') == 'on') lacking = lacking - G.lose('spoiled food', lacking, 'eating');\\n if (lacking > 0 && G.checkPolicy('disable aging') == 'off')//are we also out of spoiled food?\\n {\\n changeHappiness(-lacking * 5 * (G.has(\\"t7\\") ? 0.2 : 1), 'no food');\\n //die off\\n var toDie = (lacking / 5) * 0.05;\\n if (G.year < 1) toDie /= 5;//less deaths in the first year\\n var died = 0;\\n var weights = { 'baby': 0.1, 'child of Christmas': 0.2, 'child': 0.2, 'adult': 0.5, 'elder': 1, 'sick': 0.4, 'wounded': 0.3, 'alchemist': 0.5, 'prisoner': 0.4 };//the elderly are the first to starve off\\n var sum = 0; for (var i in weights) { sum += weights[i]; } for (var i in weights) { weights[i] /= sum; }//normalize\\n for (var i in weights) { var ratio = (G.getRes(i).amount / me.amount); weights[i] = ratio + (1 - ratio) * weights[i]; }\\n for (var i in weights) { var n = G.lose(i, randomFloor((Math.random() * 0.8 + 0.2) * toDie * weights[i]), 'starvation'); died += n; }\\n G.gain('corpse', died, 'starvation');\\n changeHappiness(-died * 20 * deathUnhappinessMult * (G.has(\\"t7\\") ? 0.2 : 1), 'starvation');\\n G.getRes('died this year').amount += died;\\n if (G.getSetting('death messages') || G.resets < 3) { //toggle\\n if (died > 0) G.Message({ type: 'bad', mergeId: 'diedStarvation', textFunc: function (args) { return B(args.died) + ' ' + (args.died == 1 ? 'person' : 'people') + ' died from starvation.'; }, args: { died: died }, icon: [5, 4] });\\n };\\n }\\n }\\n }\\n\\n //clothing\\n var objects = { 'hardened clothes': [0.14, 0.2], 'colored clothing': [0.125, 0.1], 'basic clothes': [0.1, 0.1], 'primitive clothes': [0.02, 0.03] };\\n var leftout = me.amount;\\n var prev = leftout;\\n var fulfilled = 0;\\n var happyDressModifier = 1;\\n var healthDressModifier = 1;\\n if (G.has('nudist culture')) { happyDressModifier *= (G.year % 31 > 25 ? 0.9 : 0.95); healthDressModifier *= (G.year % 31 > 25 ? 0.96 : 0.975) };\\n if (G.has('fluid dress code')) happyDressModifier *= (G.year % 31 > 15 ? 1.04 : 0.96);\\n for (var i in objects) {\\n fulfilled = Math.min(me.amount, Math.min(G.getRes(i).amount, leftout));\\n changeHappiness(fulfilled * objects[i][0] * happyDressModifier, 'clothing');\\n G.gain('health', fulfilled * objects[i][1] * healthDressModifier, 'clothing');\\n leftout -= fulfilled;\\n }\\n var dressLackModifierHap = 1;\\n if (G.has('nudist culture')) dressLackModifierHap *= 1.5;\\n if (G.has('strict dress code')) dressLackModifierHap *= 1.5;\\n if (G.has('fluid dress code')) heartModifier *= (G.year % 31 > 15 ? 1.25 : 0.75);\\n if (G.has('dt10')) {\\n changeHappiness(-leftout * 0.3 * (G.has(\\"t7\\") ? 0.2 : 1) * dressLackModifierHap, 'no clothing'),\\n G.gain('health', -leftout * 0.3 * (G.has(\\"t7\\") ? 0.2 : 1), 'no clothing');\\n } else {\\n changeHappiness(-leftout * 0.15 * (G.has(\\"t7\\") ? 0.2 : 1) * dressLackModifierHap, 'no clothing'),\\n G.gain('health', -leftout * 0.15 * (G.has(\\"t7\\") ? 0.2 : 1), 'no clothing');\\n }\\n\\n\\n //fire\\n var objects = { 'fire pit': [5, 0.1, 0.1] };\\n var leftout = me.amount;\\n var prev = leftout;\\n var fulfilled = 0;\\n var happyHeartModifier = 1;\\n var healthHeartModifier = 1;\\n if (G.has('cold heart')) { happyHeartModifier *= 0.9; healthHeartModifier *= (G.year % 31 > 25 ? 0.975 : 0.985) };\\n if (G.has('hot heart')) { happyHeartModifier *= 1.25 };\\n if (G.has('fluid heart')) happyHeartModifier *= (G.year % 31 > 15 ? 1.05 : 0.95);\\n for (var i in objects) {\\n fulfilled = Math.min(me.amount, Math.min(G.getRes(i).amount * objects[i][0], leftout));\\n changeHappiness(fulfilled * objects[i][1] * happyHeartModifier, 'warmth & light');\\n G.gain('health', fulfilled * objects[i][2] * healthHeartModifier, 'warmth & light');\\n leftout -= fulfilled;\\n }\\n var heartModifier = 1;\\n if (G.has('cold heart')) heartModifier *= 1.5;\\n if (G.has('hot heart')) heartModifier *= 0.5;\\n if (G.has('fluid heart')) heartModifier *= (G.year % 31 > 15 ? 1.25 : 0.75);\\n if (G.has('dt11')) {\\n changeHappiness(-leftout * 0.2 * (G.has(\\"t7\\") ? 0.2 : 1) / heartModifier, 'cold & darkness'),\\n G.gain('health', -leftout * 0.2 * (G.has(\\"t7\\") ? 0.2 : 1), 'cold & darkness');\\n } else {\\n changeHappiness(-leftout * 0.1 * (G.has(\\"t7\\") ? 0.2 : 1) / heartModifier, 'cold & darkness'),\\n G.gain('health', -leftout * 0.1 * (G.has(\\"t7\\") ? 0.2 : 1), 'cold & darkness');\\n }\\n\\n //homelessness\\n var homeless = Math.max(0, (G.getRes('population').amount) - G.getRes('housing').amount);\\n if (G.has('sedentism') && me.amount > 15 && homeless > 0) {\\n if (G.getSetting('homelessness messages') || G.resets < 3) {\\n if (tick % 40 == 0) G.Message({ type: 'bad', mergeId: 'homeless', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person is' : 'people are') + ' homeless.
    Homelessness with more than 15 population leads to lower birth rates.'; }, args: { n: homeless }, replaceOnly: true, icon: [12, 4] });\\n }\\n }\\n\\n //age\\n if (G.checkPolicy('disable aging') == 'off') {\\n if (G.year >= 10)//no deaths of old age the first 10 years\\n {\\n var n = randomFloor(G.getRes('elder').amount * 0.00035);\\n G.gain('corpse', n, 'old age');\\n G.lose('elder', n, 'old age');\\n changeHappiness(-n * 5 * deathUnhappinessMult * (G.has(\\"t7\\") ? 0.2 : 1), 'death');\\n if (G.getSetting('homelessness messages') || G.resets < 3) { //toggle\\n if (n > 0) G.Message({ type: 'bad', mergeId: 'diedAge', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' died of old age.'; }, args: { n: n }, icon: [13, 4] });\\n }\\n G.getRes('died this year').amount += n;\\n }\\n if (G.year >= 5)//no aging adults the first 5 years\\n {\\n var n = randomFloor(G.getRes('adult').amount * 0.0002);\\n G.gain('elder', n, '-'); G.lose('adult', n, 'aging up');\\n }\\n var n = randomFloor(G.getRes('child').amount * 0.002); G.gain('adult', n, 'aging up'); G.lose('child', n, 'aging up');\\n var n = randomFloor(G.getRes('baby').amount * 0.005); G.gain('child', n, 'aging up'); G.lose('baby', n, 'aging up');\\n\\n //births\\n var parents = G.getRes('adult').amount + G.getRes('elder').amount;\\n if (parents >= 2)//can't make babies by yourself\\n {\\n var born = 0;\\n var birthRate = 1;\\n if (me.amount < 100) birthRate *= 3;//more births if low pop\\n if (me.amount < 10) birthRate *= 3;//even more births if very low pop\\n if (G.checkPolicy('fertility rituals') == 'on') birthRate *= 1.2;\\n if (G.checkPolicy('population control') == 'forbidden') birthRate *= 0;\\n else if (G.checkPolicy('population control') == 'limited') birthRate *= 0.5;\\n birthRate *= productionMult;\\n if (homeless > 0 && me.amount > 15) birthRate *= 0.01;//harder to make babies if you have more than 15 people and some of them are homeless\\n var n = randomFloor(G.getRes('adult').amount * 0.0003 * birthRate); G.gain('baby', n, 'birth'); changeHappiness(n * 10 * (G.has(\\"t7\\") ? 0.75 : 1), 'birth'); born += n;\\n if (day + leap >= 40 && day + leap <= 46 && G.has('parental love')) G.gain('love xp', n, 'birth');\\n var n = randomFloor(G.getRes('elder').amount * 0.00003 * birthRate); G.gain('baby', n, 'birth'); changeHappiness(n * 10 * (G.has(\\"t7\\") ? 0.75 : 1), 'birth'); born += n;\\n if (day + leap >= 40 && day + leap <= 46 && G.has('parental love')) G.gain('love xp', n / 2, 'birth');\\n G.getRes('born this year').amount += born;\\n if (G.getSetting('birth messages') || G.resets < 3) {\\n if (born > 0) G.Message({ type: 'good', mergeId: 'born', textFunc: function (args) { return B(args.born) + ' ' + (args.born == 1 ? 'baby has' : 'babies have') + ' been born.'; }, args: { born: born }, icon: [2, 3] });\\n }\\n }\\n\\n //health (diseases and wounds)\\n //note : when a sick or wounded person recovers, they turn into adults; this means you could get a community of old people fall sick, then miraculously age back. life is a mystery\\n\\n //sickness\\n var toChange = 0.00003;\\n if (G.getRes('health').amount < 0) {\\n toChange *= (1 + Math.abs(G.getRes('health').amount / me.amount));\\n }\\n if (toChange > 0) {\\n if (G.year < 5) toChange *= 0.5;//less disease the first 5 years\\n if (me.amount <= 15) toChange *= 0.5;\\n if (G.checkPolicy('flower rituals') == 'on') toChange *= 0.8;\\n var changed = 0;\\n var handwashEffect = G.has('handwashC') ? 0.999 : (G.has('handwashM') ? 0.9996 : 1)\\n var weights = { 'baby': 2, 'child of Christmas': 1.5 * handwashEffect, 'child': 1.5 * handwashEffect, 'adult': 1 * handwashEffect, 'elder': 2 * handwashEffect };\\n if (G.checkPolicy('child workforce') == 'on') weights['child'] *= 2;\\n if (G.checkPolicy('elder workforce') == 'on') weights['elder'] *= 2;\\n if (G.year < 5) weights['adult'] = 0;//adults don't fall sick the first 5 years\\n for (var i in weights) { var n = G.lose(i, randomFloor(Math.random() * G.getRes(i).amount * toChange * weights[i]), '-'); changed += n; }\\n G.gain('sick', changed, 'disease');\\n if (G.getSetting('disease messages') || G.resets < 3) { //toggle\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'fellSick', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' fell sick.'; }, args: { n: changed }, icon: [6, 3] });\\n };\\n }\\n //sickness : death and recovery\\n var sickMortality = 0.005;\\n var changed = 0;\\n var n = G.lose('sick', randomFloor(Math.random() * G.getRes('sick').amount * sickMortality), 'disease'); G.gain('corpse', n, 'disease'); changed += n;\\n changeHappiness(-changed * 15 * deathUnhappinessMult * (G.has(\\"t7\\") ? 0.2 : 1), 'death');\\n G.getRes('died this year').amount += changed;\\n if (G.getSetting('death messages') || G.resets < 3) { //toggle\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'diedSick', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' died from disease.'; }, args: { n: changed }, icon: [5, 4] });\\n };\\n var sickHealing = 0.01;\\n if (G.checkPolicy('flower rituals') == 'on') sickHealing *= 1.25;\\n var changed = 0;\\n var n = G.lose('sick', randomFloor(Math.random() * G.getRes('sick').amount * sickHealing), 'healing'); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n, '-'); changed += n;\\n changeHappiness(changed * 10 * (G.has(\\"t7\\") ? 0.2 : 1), 'recovery');\\n if (G.getSetting('disease messages') || G.resets < 3) {\\n if (changed > 0) G.Message({ type: 'good', mergeId: 'sickRecovered', textFunc: function (args) { return B(args.n) + ' sick ' + (args.n == 1 ? 'person' : 'people') + ' got better.'; }, args: { n: changed }, icon: [4, 3] });\\n };\\n\\n //wounds\\n var toChange = 0.00003;\\n if (toChange > 0) {\\n if (G.year < 5) toChange *= 0.5;//less wounds the first 5 years\\n if (me.amount <= 15) toChange *= 0.5;\\n var changed = 0;\\n var weights = { 'baby': 2, 'child of Christmas': 1.5, 'child': 1.5, 'adult': G.checkPolicy('elder workforce') == 'on' ? 1.3 : 1, 'elder': 2, 'alchemist': 0.5 };\\n if (G.checkPolicy('child workforce') == 'on') weights['child'] *= G.checkPolicy('elder workforce') == 'on' ? 4 : 3;\\n if (G.checkPolicy('elder workforce') == 'on') weights['elder'] *= 3;\\n if (G.year < 5) weights['adult'] = 0;//adults don't get wounded the first 5 years\\n for (var i in weights) { var n = G.lose(i, randomFloor(Math.random() * G.getRes(i).amount * toChange * weights[i]), '-'); changed += n; }\\n G.gain('wounded', changed, 'accident');\\n if (G.getSetting('accident messages') || G.resets < 3) {\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'gotWounded', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' got wounded.'; }, args: { n: changed }, icon: [7, 3] });\\n };\\n }\\n //wounds : death and recovery\\n var woundMortality = 0.005;\\n var changed = 0;\\n var n = G.lose('wounded', randomFloor(Math.random() * G.getRes('wounded').amount * woundMortality), 'wounds'); G.gain('corpse', n, 'wounds'); changed += n;\\n changeHappiness(-changed * 15 * deathUnhappinessMult * (G.has(\\"t7\\") ? 0.2 : 1), 'death');\\n G.getRes('died this year').amount += changed;\\n if (G.getSetting('death messages') || G.resets < 3) { //toggle\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'diedWounded', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' died from their wounds.'; }, args: { n: changed }, icon: [5, 4] });\\n }\\n var sickHealing = 0.005;\\n var changed = 0;\\n var n = G.lose('wounded', randomFloor(Math.random() * G.getRes('wounded').amount * sickHealing), 'healing'); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n, '-'); changed += n;\\n changeHappiness(changed * 10 * (G.has(\\"t7\\") ? 0.2 : 1), 'recovery');\\n if (G.getSetting('accident messages') || G.resets < 3) {\\n if (changed > 0) G.Message({ type: 'good', mergeId: 'woundedRecovered', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'person' : 'people') + ' recovered from their wounds.'; }, args: { n: changed }, icon: [4, 3] });\\n }\\n }\\n }\\n else if (G.T > 0 && G.day + (G.year * 300) > 1) { G.GameOver(); }\\n if (me.amount >= 1000 && G.achievByName['wild tribe'].won == 0) {\\n G.achievByName['wild tribe'].won = 1;\\n G.middleText('- Completed Wild tribe achievement -');\\n }\\n if (me.amount >= 10000 && G.achievByName['rising star'].won == 0) {\\n G.achievByName['rising star'].won = 1;\\n G.middleText('- Completed Rising star achievement -');\\n }\\n if (me.amount >= 150000 && G.achievByName['progressive city'].won == 0) {\\n G.achievByName['progressive city'].won = 1;\\n G.middleText('- Completed Progressive city achievement -');\\n }\\n if (me.amount >= 500000 && G.achievByName['metropoly'].won == 0) {\\n G.achievByName['metropoly'].won = 1;\\n G.middleText('- Completed Metropoly achievement -');\\n }\\n if (me.amount >= 1000000 && G.achievByName['a huge city made of the smaller cities'].won == 0) {\\n G.achievByName['a huge city made of the smaller cities'].won = 1\\n G.middleText('- Completed A huge city made of the smaller cities achievement -')\\n }\\n\\n if (G.getRes('sick').amount > 0 && G.year < 1 && G.day < 10) {\\n var n = G.getRes('sick').amount;\\n G.lose('sick', n); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n);\\n };\\n }","partOf":"false","subRes":["baby","child","adult","elder","sick","wounded","alchemist","prisoner","wounded alchemist","thief","child of Christmas","artist","virtuoso of art"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"baby","displayName":"Baby","desc":"[baby,Babies] are born when you have 2 or more [adult]s left to their own devices.//Any 2 adults can have babies, even if they are working. [elder]s can also have babies, though much slower.//[happiness] affects how many babies your people make.//Over time, babies will grow into [child,Children], although [baby,Babies] will consume 40% as much as them.","startWith":0,"icon":[2,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"child","displayName":"Child","desc":"[baby,Babies] grow into [child,Children] gradually.//After a while, they will grow up into [adult]s.//Children will eat and drink half as much as adults.//Children do not count as [worker]s, unless special measures are in place.","startWith":2,"icon":[3,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"adult","displayName":"Adult","desc":"[adult]s grow from [child,Children] over time.//They eventually age into [elder,Elders].//Generally, adults make up most of your [worker,workforce].","startWith":5,"icon":[4,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"elder","displayName":"Elder","desc":"[adult]s that grow old are [elder,Elders].//Elders may end up [corpse,dying] of old age.//Elders do not count as [worker]s, unless special measures are in place.","startWith":1,"icon":[5,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"sick","displayName":"Sick","desc":"[adult,People] can fall [sick,sick] when your [health] levels are too low. They do not [worker,work], but may be healed over time.","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[6,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"wounded","displayName":"Wounded","desc":"[adult,People] may get [wounded,wounded] due to work injuries. They do not [worker,work], but may slowly get better over time.","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[7,3],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"corpse","displayName":"Corpse","desc":"[corpse,Corpses] are the remains of [population,people] that died, whether from old age, an accident, disease, starvation, or a brutal war.//Corpses left in the open air tend to spread diseases and make people unhappy, which tend to get even worse as superstitions develop. To mitigate this, you need a [burial spot] for each corpse.","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[8,3],"meta":false,"tick":"function (me, tick) {\\n var graves = G.getRes('burial spot');\\n if (G.getRes('population').amount > 0) {\\n if (!G.has('respect for the corpse') && !G.has(\\"belief in the beforelife\\")) {\\n if (G.has('ritual necrophagy'))//butcher 3% of corpses every day, you weirdo\\n {\\n var changed = 0;\\n var n = G.lose('corpse', randomFloor(G.getRes('corpse').amount * 0.03), 'necrophagy'); G.gain('meat', n * 30, 'necrophagy'); G.gain('bone', n * 5, 'necrophagy'); changed += n;\\n if (n > 0) {\\n G.pseudoGather(G.getRes('faith'), changed);\\n G.gain('health', -changed * 0.1 * (G.has('vampirism') && (day + leap >= 289 && day + leap <= 305) ? 1.1 : 1), 'necrophagy' + (G.has('vampirism') && (day + leap >= 289 && day + leap <= 305) ? ' & vampirism ' : ''));\\n }\\n }\\n if (G.has('art of death'))//use 1% of corpses every day for art purposes\\n {\\n AoD();\\n }\\n }\\n if (me.amount >= 1) {\\n //bury slowly\\n\\n if (graves.amount > graves.used && G.getRes('dark decay').hidden == true) {\\n if (G.checkPolicy('se08') == 'off') {//BURI'O DAK\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('corpse', amount, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n } else {\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('corpse', amount * 1.1, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n }\\n }\\n\\n if (G.has('revenants') && !G.has('peace')) {\\n if (G.day % 40 === 0) {\\n var wildCorpses = randomFloor(G.getRes('corpse').amount * 0.00125)\\n G.lose('corpse', wildCorpses, 'revenge of corpses');\\n G.lose('dark essence', Math.random() * 4 + 2, 'revenge of corpses');\\n G.gain('wild corpse', wildCorpses, 'revenge of corpses');\\n } else if (G.day % 30 == 0) {\\n G.lose('corpse', 1, 'revenge of corpses');\\n G.gain('wild corpse', 1, 'revenge of corpses');\\n }\\n }\\n\\n }\\n }\\n if (graves.amount < graves.used) {\\n //more occupied burial spots than total burial spots? this means we've been deleting burial spot that was already containing corpses; exhume those suckers\\n var toExhume = randomFloor((graves.used - graves.amount) * 0.1);\\n graves.used -= toExhume;\\n G.gain('corpse', toExhume, 'not enough burial spots');\\n changeHappiness(-toExhume * 2, 'not enough burial spots');//this fixes a funny little thing where you can kinda cheese happiness by rapidly getting and removing burial spots (which are free)\\n }\\n\\n // Very slow normal corpse decay\\n if (G.day % 30 == 0) {\\n var toSpoil = me.amount * 0.0075;\\n var spent = G.lose('corpse', randomFloor(toSpoil), 'decay');\\n }\\n\\n var unhappiness = 0.01;\\n if (G.has('burial')) unhappiness *= 1.5;\\n if (G.has('belief in revenants')) unhappiness *= 2 * (G.has('bII(normal)') ? 0.95 : 1);\\n changeHappiness(-me.amount * unhappiness, 'corpses');\\n G.gain('health', -me.amount * 0.02, 'corpses');\\n // Corpse decay trait: Normal decay still works dark wormholes provide additional decay\\n if (G.has('corpse decay')) {\\n var toSpoil = me.amount * 0.002 * (G.getRes('corpsedecaypoint').amount);\\n var spent = G.lose('corpse', randomFloor(toSpoil), 'corpse decay from wormholes');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"burial spot","displayName":"Burial spot","desc":"Each [burial spot] has enough room for one [corpse], letting you prevent the spread of disease and unhappiness.//Your people will slowly bury [corpse]s if there are enough [burial spot]s.//The number on the left is how many burial spots are occupied, while the number on the right is how many you have in total.","startWith":0,"icon":[13,4],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"tl","displayName":"Total land","desc":"This is the combined amount of land from all worlds that your people have discovered and explored this run.","startWith":0,"icon":[23,18,"magixmod"],"meta":true,"partOf":"false","subRes":["land","land of the Plain Island","land of the Paradise","land of the Underworld","land of the Past"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"housing","displayName":"Housing","desc":"Each [housing,Housing spot] accommodates one [population,Person].//Beyond the 15 people a basic nomad tribe can support, your population will only grow if you have unoccupied [housing].//Homelessness (having less housing than population) will lead to unhappiness and disease.//The number on the left is how much housing is occupied, while the number on the right is how much housing room you have in total.","startWith":0,"icon":[12,4],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"land","displayName":"Land","desc":"Each tile of territory you own grants you some [land] (100 per fully-explored non-ocean tile normally) upon which you can construct buildings. If for some reason you find yourself with less land than your buildings are using, some of them will start to slowly crumble away.//The number on the left is how much land is occupied, while the number on the right is how much land you have in total.","startWith":0,"icon":[14,4],"meta":false,"tick":"function (me) {\\n if (!G.has('beyond the edge')) {\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100);\\n } else if (G.has('mirror world 2/2') && G.has('beyond the edge II') && G.has('beyond the edge')) {\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100) * 1.07 * 2;\\n } else if (G.has('beyond the edge II') && G.has('beyond the edge')) {\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100) * 1.07;\\n } else if (G.has('beyond the edge')) {\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100) * 1.015;\\n }\\n me.amount -= G.getRes('wtrDecay').amount\\n if (me.amount < 1) {\\n me.amount = 0\\n G.lose('population', G.getRes('population').amount, 'out of land')\\n G.dialogue.popup(function (div) {\\n return '
    ' +\\n '
    Trial failed
    ' +\\n '
    You failed the Ocean trial' +\\n '
    Your people ran out of land and perished...quite sad.
    ' +\\n '

    ' +\\n 'But you can try again by reaching the Pantheon again and choosing Ocean.

    ' +\\n 'Technical note: Start a new run by opening the settings.' +\\n '
    '\\n })\\n }\\n if (!G.has('beyond the edge')) {\\n if (me.amount > G.achievByName['mostPeopleLand'].won) G.achievByName['mostPeopleLand'].won = me.amount;\\n } else if (G.has('mirror world 2/2') && G.has('beyond the edge II') && G.has('beyond the edge')) {\\n if (me.amount / 1.07 / 2 > G.achievByName['mostPeopleLand'].won) G.achievByName['mostPeopleLand'].won = me.amount / 1.07 / 2;\\n } else if (G.has('beyond the edge II') && G.has('beyond the edge')) {\\n if (me.amount / 1.07 > G.achievByName['mostPeopleLand'].won) G.achievByName['mostPeopleLand'].won = me.amount / 1.07;\\n } else if (G.has('beyond the edge') && !G.has('beyond the edge')) {\\n if (me.amount / 1.015 > G.achievByName['mostPeopleLand'].won) G.achievByName['mostPeopleLand'].won = me.amount / 1.015;\\n }\\n }","partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"wtr","displayName":"Water","desc":"Every tile of ocean you own grants you some [wtr] (100 for every fully explored ocean tile normally) upon which you...cannot construct a lot. //You can only use 10% of the water in the whole world! If, for some reason, you find yourself with less available water than your buildings are using, some of them will start to slowly crumble away.<>The number on the left is how much water is occupied, the number on the middle is how much [wtr] you can use, while the number on the right is how much explored water you have in total","startWith":0,"icon":[25,18,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"worker","displayName":"Worker","desc":"Your [worker,Workforce] is the part of your [population] that is ready to work.//The number on the left is how many are currently being employed, while the number on the right is your total amount of workers.","startWith":0,"icon":[1,3],"meta":false,"tick":"function (me, tick) {\\n me.amount = G.getRes('adult').amount + G.getRes('prisoner').amount; //we'll change it in R55\\n if (G.checkPolicy('elder workforce') == 'on') me.amount += G.getRes('elder').amount - G.getRes('elder').used; //wizard can't work at factory and be wizard at the same time.\\n if (G.checkPolicy('child workforce') == 'on') me.amount += G.getRes('child').amount;\\n if (me.used > me.amount) {\\n //TODO maybe ?\\n //select all units that require workers\\n //pick some at random until we have enough people to reach the difference between workers and workers needed\\n //kill them if the unit has no gizmos, otherwise reduce the unit's percent by 1 rank\\n //maybe this could be generalized to work will all requirements\\n //or not ? some requirements have unique conditions, such as : 10 factories running at 50% only use half the workers and tools, but still need 10 land\\n //maybe this could just be a flag on land, reqIgnoresPercent=true\\n //but then how do we deal with the situation where we have less land available than land used (like after a war where we lost tiles) ? the desired behavior would be that buildings slowly die off until we're under the threshold\\n //maybe just implement a \\"onReqFail\\" function that overrides the default behavior\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"happiness","displayName":"Happiness","desc":"[happiness] describes the global level of well-being of your [population].//Happy people work even harder, while unhappy people tend to slack off; at +100% happiness, most of your workers will work twice as fast, while at -100% happiness, they will work twice as slow. This goes on up to +200% and -200%.//Several things improve happiness, such as good [food], entertainment, or luxury items; things that bring down [happiness] are spoiled food, starvation, disease, death and harsh policies.//Happiness and unhappiness both tend to level off over time, or reach one of the limits.","startWith":0,"colorGood":"lime","colorBad":"#f44","icon":[3,4],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n // Calculate ungratefulness\\n ungrateful = (G.has('ungrateful tribe') ? G.achievByName['mausoleum'].won > 8 ? 0.98 : (G.achievByName['mausoleum'].won > 5 ? 0.9 : (G.achievByName['mausoleum'].won > 2 ? 0.85 : 0.75)) : 1) * (G.has('ungrateful tribe II') ? 0.9 : 1)\\n if (G.has('tribe of eaters')) {\\n // Decrease the effect by half\\n ungrateful = 1 - 0.5 * (1 - ungrateful)\\n }\\n var se = 0;\\n if (G.checkPolicy(\\"se07\\") == \\"on\\") se = 25;\\n if (tick % 99 == 44) {\\n if (G.getRes('happiness').amount <= -325 * G.getRes('population').amount) me.amount = -325 * G.getRes('population').amount; //balance change\\n if (G.getRes('happiness').amount >= (325 - se) * G.getRes('population').amount) me.amount = (325 - se) * G.getRes('population').amount;\\n }\\n if (G.has('t2')) {\\n G.getRes('happiness').amount = -1e15//Unhappy trial\\n }\\n var amount = (this.displayedAmount / G.getRes('population').displayedAmount);\\n if (G.has('t4')) {\\n if (amount >= 98) {\\n changeHappiness(G.getRes('happiness').amount * -0.8)\\n }\\n }\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [5, 4];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [4, 4];\\n else if (amount >= 50) return [3, 4];\\n else if (amount >= -50) return [2, 4];\\n else if (amount >= -100) return [1, 4];\\n else return [0, 4];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"health","displayName":"Health","desc":"[health] represents the average physical condition of your [population].//Lower health tends to make people [sick] and unhappy, while higher health will make people happier.//Health can be affected by a number of things, including eating raw or spoiled [spoiled food], drinking [muddy water], poor living conditions, and ongoing plagues.","startWith":0,"colorGood":"lime","colorBad":"#f44","icon":[3,5],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n if (tick % 99 == 44) {\\n if (G.getRes('health').amount <= -300 * G.getRes('population').amount) me.amount = -300 * G.getRes('population').amount; //balance change\\n if (G.getRes('health').amount >= 300 * G.getRes('population').amount) me.amount = 300 * G.getRes('population').amount;\\n }\\n if (G.getRes('population').amount > 0 && tick % 2 == 0) {\\n //note : this is \\"soft\\" sickness; it affects the chance of people falling sick\\n //G.getRes('happiness').amount+=(me.amount-G.getRes('happiness').amount)*0.01;\\n changeHappiness(me.amount * 0.001, 'health');\\n\\n var sickness = 0.1;\\n sickness += Math.pow(Math.max(0, G.getRes('population').amount - 50), 0.1) * 0.1;//more people means more contagion\\n G.gain('health', -G.getRes('population').amount * (Math.random() * sickness), 'disease');//people randomly get sick\\n var recovery = 0.98;\\n me.amount *= recovery;//people recover over time\\n }\\n if (G.has('t4') && G.year >= 3) {\\n G.lose('health', 1 + (G.year * ((G.achievByName['hunted'].won + 1) / 3)), 'Trial')\\n }\\n }","getIcon":"function (me) {\\n if (day >= 40 && day <= 46) {\\n if (G.getRes('population').amount <= 0) return [8, 17, 'seasonal'];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [7, 17, 'seasonal'];\\n else if (amount >= 50) return [6, 17, 'seasonal'];\\n else if (amount >= -50) return [5, 17, 'seasonal'];\\n else if (amount >= -100) return [4, 17, 'seasonal'];\\n else return [3, 17, 'seasonal'];\\n }\\n } else {\\n if (G.getRes('population').amount <= 0) return [5, 5];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [4, 5];\\n else if (amount >= 50) return [3, 5];\\n else if (amount >= -50) return [2, 5];\\n else if (amount >= -100) return [1, 5];\\n else return [0, 5];\\n }\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"food storage","displayName":"Food storage","desc":"Each [food storage] unit slows down decay for one [food] unit.//The number on the left is how much food storage is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[12,5],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('precious pot').amount * 30;\\n amount += G.getRes('basket').amount * 10;\\n amount += G.getRes('pot').amount * 25;\\n amount += G.getRes('ice').amount;\\n amount += G.getRes('added food storage').amount;\\n me.amount = amount;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"added food storage","displayName":"Added food storage","hidden":true,"startWith":0,"icon":[12,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"material storage","displayName":"Material storage","desc":"Each [material storage] unit lowers the rate of decay or theft for one unit of your materials.//The number on the left is how much material storage is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[14,5],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('added material storage').amount;\\n me.amount = amount;\\n\\n var materials = 0;\\n for (var i in G.props['perishable materials list']) {\\n var mat = G.props['perishable materials list'][i];\\n materials += mat.amount;\\n }\\n me.used = materials;\\n\\n if (materials > 0) {\\n var stored = Math.min(materials, amount) / materials;\\n var notStored = 1 - stored;\\n\\n for (var i in G.props['perishable materials list']) {\\n var mat = G.props['perishable materials list'][i];\\n\\n var toSpoil = mat.amount * 0.002 * notStored + mat.amount * 0.0001 * stored;\\n var spent = G.lose(mat.name, randomFloor(toSpoil), 'decay');\\n }\\n }\\n\\n G.props['perishable materials list'] = [];\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"added material storage","displayName":"Added material storage","hidden":true,"startWith":0,"icon":[14,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"water","displayName":"Water","desc":"[water] is required to keep your [population,people] hydrated, at the rate of half a unit per person every 3 ticks (although babies and children drink less).//Without water, people will resort to drinking [muddy water], which is unhealthy; if that runs out too, your people will start to die off.//Most terrains have some fresh water available for gathering, such as ponds, streams and rain, but drier locations may have to rely on well digging.//Water also turns into [muddy water] over time, if your water storage is insufficient.","startWith":250,"icon":[7,6],"turnToByContext":{"drinking":{"health":0.01,"happiness":0}},"meta":false,"tick":"function (me, tick) {\\n var toSpoil = 0\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n //CHRA-NOS\\n if (G.checkPolicy('se01') == 'on') {\\n if (G.achievByName['patience'].won == 0) {\\n toSpoil = me.amount * (0.02 - (G.getRes('chranospts').amount / 1000) / 2);\\n } else {\\n toSpoil = me.amount * 0.02;\\n }\\n } else if (G.achievByName['patience'].won >= 1) {\\n toSpoil = me.amount * (0.02 - (G.getRes('chranospts').amount / 1000) / 2);\\n } else {\\n toSpoil = me.amount * 0.02;\\n }\\n spent = G.lose('water', randomFloor(toSpoil * (G.checkPolicy('se06') == 'on' ? 0.4 : 1) * (G.has('drought') ? Math.pow(((G.year - getObj('drought')) * 3 + G.day * 0.01) * (G.has('careful water storage') ? 0.6 : 1) + 1.2, 0.9) : 1)), 'decay');\\n G.gain('muddy water', randomFloor(spent), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"muddy water","displayName":"Muddy water","desc":"[muddy water] tastes awful and is unhealthy, but is better than dying of thirst. Your people will default to drinking it in the absence of fresh [water].//It can be collected while gathering from stagnant pools or old rainwater. In addition, [water] also turns into [muddy water] over time. [muddy water] itself will slowly dry out.","startWith":0,"icon":[8,6],"turnToByContext":{"drinking":{"health":-0.03,"happiness":-0.05}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose('muddy water', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"food","displayName":"Food","desc":"[food] is consumed by your [population,people] when they get hungry, at the rate of 1 unit per person every 3 ticks (although babies and children eat less).//Some types of food are tastier or healthier than others.//Note that some food types may or may not be eaten depending on policies in place.//Food will slowly decay into [spoiled food] if you lack proper food storage.","startWith":0,"icon":[3,6],"meta":true,"tick":"function (me, tick) {\\n if (me.amount > 0 && G.checkPolicy('disable spoiling') == 'off') {\\n var stored = Math.min(me.amount, G.getRes('food storage').amount) / me.amount;\\n var notStored = 1 - stored;\\n var toSpoil = me.amount * 0.01 * notStored + me.amount * 0.0005 * stored * (G.checkPolicy('se10') == 'on' ? 1.15 : 1) * (G.checkPolicy('se06') == 'on' ? 1.3 : 1) * (G.has('famine') ? 10 : 1);\\n var spent = G.lose('food', randomFloor(toSpoil * (0.02 - (G.getRes('chranospts').amount / 1000))), 'decay');\\n }\\n }","partOf":"false","subRes":["herb","fruit","vegetable","meat","cooked meat","cured meat","seafood","cooked seafood","cured seafood","bread","meals","candy","honey","honeycomb","exotic fruit","kelp2"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"spoiled food","displayName":"Spoiled food","desc":"[spoiled food] is eaten when no other [food] is available, in a last-ditch effort to fend off starvation.//[spoiled food] is terribly unhealthy and tastes just as bad. Over time, it will decay even further into inedibility.","startWith":0,"icon":[3,7],"turnToByContext":{"eating":{"health":-0.3,"happiness":-0.5}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose('spoiled food', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"herb","displayName":"Herb","desc":"[herb,Herbs] are various plants, roots, and mushrooms that can be collected by simply foraging around. While relatively healthy to eat, they tend to taste unpleasant.","category":"food","startWith":300,"icon":[4,6],"turnToByContext":{"eating":{"health":0.005,"happiness":-0.03},"decay":{"herb":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"fruit","displayName":"Fruit","desc":"[fruit,Fruits], whether gathered from berry bushes or fruit trees, are both sweet-tasting and good for you.","category":"food","startWith":0,"icon":[4,7],"turnToByContext":{"eating":{"health":0.02,"happiness":0.011},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"vegetable","displayName":"Vegetable","desc":"[vegetable,Vegetables], whether gathered from bushes or any gardens, are both healthy and good for you.","category":"food","startWith":0,"icon":[11,11,"magixmod"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.01},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"meat","displayName":"Meat","desc":"[meat,Raw meat] is gathered from dead animals and, while fairly tasty, can harbor a variety of diseases.","category":"food","startWith":0,"icon":[5,7],"turnToByContext":{"eating":{"health":-0.03,"happiness":0.012,"bone":0.1},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"cooked meat","displayName":"Cooked meat","desc":"Eating [cooked meat] is deeply satisfying and may even produce a [bone] once eaten.","category":"food","startWith":0,"icon":[6,7],"turnToByContext":{"eating":{"health":0.02,"happiness":0.03,"bone":0.1},"decay":{"cooked meat":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"cured meat","displayName":"Cured meat","desc":"[cured meat] is interestingly tough and can keep for months without spoiling. It also provides a curious flavor and tastes a bit better than [cooked meat].","category":"food","startWith":0,"icon":[11,6],"turnToByContext":{"eating":{"health":0.02,"happiness":0.035,"bone":0.1},"decay":{"cured meat":0.95,"spoiled food":0.05}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"seafood","displayName":"Seafood","desc":"[seafood,Raw seafood] such as fish, clams, and shrimps aren't exactly the best for the body but have a little bit of mild flavor.","category":"food","startWith":0,"icon":[5,6],"turnToByContext":{"eating":{"health":-0.02,"happiness":0.0065,"bone":0.02},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"cooked seafood","displayName":"Cooked seafood","desc":"[cooked seafood] tastes delicious and has various [health] benefits.","category":"food","startWith":0,"icon":[6,6],"turnToByContext":{"eating":{"health":0.03,"happiness":0.02,"bone":0.02},"decay":{"cooked seafood":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"cured seafood","displayName":"Cured seafood","desc":"[cured seafood] has a nice smoky flavor and lasts incredibly long, making your people even happier!","category":"food","startWith":0,"icon":[12,6],"turnToByContext":{"eating":{"health":0.02,"happiness":0.0275,"bone":0.02},"decay":{"cured seafood":0.95,"spoiled food":0.05}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"bread","displayName":"Bread","desc":"[bread] is filling, nutritious, and usually not unpleasant to eat; for these reasons, it is often adopted as staple food by those who can produce it in large amounts.","category":"food","startWith":0,"icon":[7,7],"turnToByContext":{"eating":{"health":0.02,"happiness":0.0175},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"bugs","displayName":"Bugs","desc":"Worms, insects, spiders, and other creatures belong here. They are easily caught, but are usually not considered proper [food].","category":"food","startWith":0,"icon":[8,11],"turnToByContext":{"eating":{"health":0,"happiness":-0.05},"decay":{"spoiled food":0.5}},"meta":false,"tick":"function (me, tick) {\\n var toLose = me.amount * 0.003;//bugs don't like to stick around\\n var spent = G.lose(me.name, randomFloor(toLose), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"misc materials","displayName":"Misc materials","hidden":true,"startWith":0,"icon":[0,0],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["clay","sand","copper ore","iron ore","gold ore","tin ore","gems","coal","soft metal ingot","hard metal ingot","strong metal ingot","bone","hide","leather","statuette","salt","ice","mana","cobalt ore","scobs","wooden statuette","sugar cane","sugar","seeds","flowers","dyes","lead ore","mythril ore","zinc ore","osmium ore","blackium ore","mystical metal ingot","unknownium ore","dinium ore","pyrite","spices","hive frame","essenced hive frame","valuable gems","valuable gem block","charcoal"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"archaic building materials","displayName":"Archaic building materials","desc":"Materials such as a [stick] and a [stone] are used to build rudimentary structures.","startWith":0,"icon":[2,7],"meta":true,"tick":"function (me, tick) {\\n if (!G.has(\\"t10\\"))\\n if (G.checkPolicy('se10') == 'on') {\\n var toSpoil = G.getRes('archaic building materials').amount * 0.002 * 1.4;\\n var spent = G.lose('archaic building materials', randomFloor(toSpoil), 'decay');\\n } else {\\n var toSpoil = G.getRes('archaic building materials').amount * 0.002;\\n var spent = G.lose('archaic building materials', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","subRes":["stone","stick","limestone","mud","bamboo","various stones"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"stone","displayName":"Stone","desc":"Just a simple rock. Found regularly when foraging, and even more commonly when digging, mining or quarrying.","category":"build","startWith":0,"icon":[2,6],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"stick","displayName":"Stick","desc":"A short but sturdy branch. Obtained when foraging or when chopping a tree.","category":"build","startWith":0,"icon":[0,6],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"limestone","displayName":"Limestone","desc":"A fairly soft mineral. Can be foraged from some places, but is more commonly extracted while mining or quarrying.","category":"build","startWith":0,"icon":[6,8],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"mud","displayName":"Mud","desc":"Dirt saturated with water that is found often when foraging or digging.","category":"build","startWith":0,"icon":[0,7],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"basic building materials","displayName":"Basic building materials","desc":"Processed materials such as [cut stone,Stone blocks], [brick]s and [lumber], used to build basic structures belong here.","startWith":0,"icon":[2,8],"meta":true,"tick":"function (me, tick) {\\n if (!G.has(\\"t10\\"))\\n if (G.checkPolicy('se10') == 'on') {\\n var toSpoil = G.getRes('basic building materials').amount * 0.003 * 1.12;\\n var spent = G.lose('basic building materials', randomFloor(toSpoil), 'decay');\\n } else {\\n var toSpoil = G.getRes('basic building materials').amount * 0.003;\\n var spent = G.lose('basic building materials', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","subRes":["cut stone","log","lumber","brick","various cut stones"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"cut stone","displayName":"Cut stone","desc":"[stone]s carved into blocks for easier hauling and building.","category":"build","startWith":0,"icon":[0,8],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"log","displayName":"Log","desc":"Chopped wood that can be directly used in construction, but can also be processed into [lumber].","category":"build","startWith":0,"icon":[1,6],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"lumber","displayName":"Lumber","desc":"[log]s that have been processed into planks, making them an adaptable and resilient building material.","category":"build","startWith":0,"icon":[1,8],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"clay","displayName":"Clay","desc":"Found by digging in damp soil; can be baked into [brick]s.","category":"build","startWith":0,"icon":[1,7],"meta":false,"tick":"function (me, tick) {\\n var toLose = me.amount * 0.0025;\\n var spent = G.lose(me.name, randomFloor(toLose), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"brick","displayName":"Brick","desc":"Made from fired [clay] and can be used to construct solid walls efficiently.","category":"build","startWith":0,"icon":[3,8],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"advanced building materials","displayName":"Advanced building materials","desc":"Building materials such as [concrete] and [glass] are often used to build more advanced structures.","startWith":0,"icon":[3,9],"meta":true,"tick":"function (me, tick) {\\n if (!G.has(\\"t10\\"))\\n if (G.checkPolicy('se10') == 'on') {\\n var toSpoil = G.getRes('advanced building materials').amount * 0.003 * 1.03;\\n var spent = G.lose('advanced building materials', randomFloor(toSpoil), 'decay');\\n } else {\\n var toSpoil = G.getRes('advanced building materials').amount * 0.003;\\n var spent = G.lose('advanced building materials', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","subRes":["glass","concrete"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"sand","displayName":"Sand","desc":"Can be harvested from deserts and beaches and can be processed into [glass].","category":"build","startWith":0,"icon":[4,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"glass","displayName":"Glass","desc":"Obtained by melting [sand]; can be used to construct windows, which are part of most advanced buildings.","category":"build","startWith":0,"icon":[4,8],"meta":false,"partOf":"advanced building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"concrete","displayName":"Concrete","desc":"An exceptionally sturdy construction material, made by mixing [limestone] with [water] and letting it set.","category":"build","startWith":0,"icon":[5,8],"meta":false,"partOf":"advanced building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"precious building materials","displayName":"Precious building materials","desc":"Building materials such as [marble], used to build monuments.","startWith":0,"icon":[16,8],"meta":true,"tick":"function (me, tick) {\\n if (!G.has(\\"t10\\"))\\n if (G.checkPolicy('se10') == 'on') {\\n var toSpoil = G.getRes('precious building materials').amount * 0.0009 * 0.9;\\n var spent = G.lose('precious building materials', randomFloor(toSpoil), 'decay');\\n } else {\\n var toSpoil = G.getRes('precious building materials').amount * 0.0009;\\n var spent = G.lose('precious building materials', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","subRes":["marble","gold block","gem block","platinum block","various metal block"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"marble","displayName":"Marble","desc":"A construction material prized for its decorative properties. It can also be employed in sculptures.","category":"build","startWith":0,"icon":[7,8],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"gold block","displayName":"Gold block","desc":"A valuable, if unreliable construction material.","category":"build","startWith":0,"icon":[14,8],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"gem block","displayName":"Gem block","desc":"A precious building material used only for the finest monuments. Interestingly, there are two sprites for this block. Can you find them both?","category":"build","startWith":0,"icon":[17,8],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"copper ore","displayName":"Copper ore","desc":"Ore that can be processed into [soft metal ingot]s.","category":"ore","startWith":0,"icon":[9,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"iron ore","displayName":"Iron ore","desc":"Ore that can be processed into [hard metal ingot]s.","category":"ore","startWith":0,"icon":[10,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"gold ore","displayName":"Gold ore","desc":"Ore that can be processed into [precious metal ingot]s.","category":"ore","startWith":0,"icon":[11,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"tin ore","displayName":"Tin ore","desc":"Ore that can be processed into [soft metal ingot]s.","category":"ore","startWith":0,"icon":[13,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"gems","displayName":"Gems","desc":"Shiny, valuable minerals from deep beneath the earth.","category":"build","startWith":0,"icon":[7,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"coal","displayName":"Coal","desc":"Extracted from mines, coal provides a good source of energy and can be used in alloying.","category":"build","startWith":0,"icon":[12,8],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"soft metal ingot","displayName":"Soft metal ingot","desc":"A soft, malleable metal that can be used to make basic [metal tools].//Includes tin and copper.","category":"build","startWith":0,"icon":[9,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"hard metal ingot","displayName":"Hard metal ingot","desc":"A tough, durable metal that can be used to craft [metal tools] and weapons.//Includes iron and bronze.","category":"build","startWith":0,"icon":[10,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65},{"name":"strong metal ingot","displayName":"Strong metal ingot","desc":"Solid metal possessing high tensile strength.//Includes steel.","category":"build","startWith":0,"icon":[12,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":66},{"name":"precious metal ingot","displayName":"Precious metal ingot","desc":"Metal with little industrial use but imbued with valuable aesthetics.//Includes gold and silver.","category":"build","startWith":0,"icon":[11,9],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":67},{"name":"knapped tools","displayName":"Knapped tools","desc":"Rudimentary tools made by hitting [stone]s, usually flint, until their edges are sharp enough.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[0,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":68},{"name":"stone tools","displayName":"Stone tools","desc":"Simple tools made of [stone]s and [stick]s for a variety of purposes - hammering, cutting, piercing, crushing.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[1,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":69},{"name":"metal tools","displayName":"Metal tools","desc":"Solid, durable tools made of metal and wood.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[2,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":70},{"name":"stone weapons","displayName":"Stone weapons","desc":"Simple weapons made of [stone]s and [stick]s.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[5,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":71},{"name":"bow","displayName":"Bow","desc":"A weapon made of [stick,Wood] that fires [stone]-tipped arrows at a distance.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[6,9],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":72},{"name":"primitive clothes","displayName":"Primitive clothes","desc":"Made out of rudimentary materials such as [hide]s or [herb]s.//Each [population,Person] wearing clothing is slightly happier and healthier.//Your people automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[15,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":73},{"name":"basic clothes","displayName":"Basic clothes","desc":"Sewn together from [leather] or textile fiber.//Each [population,Person] wearing clothing is slightly happier and healthier.//Your people automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[16,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":74},{"name":"bone","displayName":"Bone","desc":"Obtained from the corpse of an animal, or discarded from eating flesh.","category":"build","startWith":0,"icon":[8,7],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":75},{"name":"hide","displayName":"Hide","desc":"A pelt obtained by slicing the skin off a dead animal.","category":"build","startWith":0,"icon":[9,7],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":76},{"name":"leather","displayName":"Leather","desc":"[hide] that has been cured and worked to make it strong and durable for a variety of uses.","category":"build","startWith":0,"icon":[10,7],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":77},{"name":"statuette","displayName":"Statuette","desc":"A small carved statue that was rudimentarily carved from [stone] or [bone].//May be used up over time, creating [culture].","category":"misc","startWith":0,"icon":[8,9],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture'), randomFloor(spent));\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":78},{"name":"salt","displayName":"Salt","desc":"Gives flavor to [food], rendering it more enjoyable to eat; may also be used to preserve food and make it last longer.","category":"misc","startWith":0,"icon":[11,7],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":79},{"name":"ice","displayName":"Ice","desc":"Can be used to preserve 1 piece of [food] longer.//Will also melt into [water] eventually.","category":"misc","startWith":0,"icon":[12,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.gain('water', randomFloor(spent * 10), 'ice melting');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":80},{"name":"basket","displayName":"Basket","desc":"Each basket stores 10 [food].//Will decay over time.","category":"misc","startWith":0,"icon":[14,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":81},{"name":"pot","displayName":"Pot","desc":"Each pot stores 25 [food].//Will itself decay gradually over time.","category":"misc","startWith":0,"icon":[13,5],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":82},{"name":"fire pit","displayName":"Fire pit","desc":"Keeps your tribe warm; each fire reduces illness for 5 people.//Used by some types of crafting.//Will burn out over time.","category":"misc","startWith":0,"icon":[13,7],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":83},{"name":"insight","displayName":"Insight","desc":"[insight] represents your people's ideas and random sparks of intuition.//It is limited by your [wisdom]; the closer to the limit, the slower it is to produce more.//Many technologies require [insight] to be researched.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[8,4],"meta":false,"tick":"function (me, tick) {\\n if (G.has('eotm')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":84},{"name":"wisdom","displayName":"Wisdom","hidden":true,"category":"main","startWith":0,"icon":[8,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":85},{"name":"science","displayName":"Science","desc":"[science] is the product of experiments and discoveries.//It is limited by your [education]; the closer to the limit, the slower it is to produce more.//A variety of advanced technologies will require [science] to be researched.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[3,27,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('scientific minds')) {\\n G.gain('science', Math.pow(1 - G.getRes('science').amount / G.getRes('education').amount, 1.6) * (Math.random() * 0.00008 * Math.sqrt(G.getRes('culture II').amount)), 'scientific minds')\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":86},{"name":"education","displayName":"Education","hidden":true,"category":"main","startWith":0,"icon":[6,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":87},{"name":"culture","displayName":"Culture","desc":"[culture] is produced when your people create beautiful and thought-provoking things.//It is limited by your [inspiration]; the closer to the limit, the slower it is to produce more.//Culture is used to develop cultural traits.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[10,4],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt15')) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'culture sapping');\\n }\\n if (G.has('eotm')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":88},{"name":"inspiration","displayName":"Inspiration","hidden":true,"category":"main","startWith":0,"icon":[10,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":89},{"name":"faith","displayName":"Faith","desc":"[faith] derives from all things divine, from meditation to sacrifices.//It is limited by your [spirituality]; the closer to the limit, the slower it is to produce more.//Some cultural traits and technologies depend on faith.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[7,4],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt13')) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'faith sapping');\\n }\\n if (G.has('eotm')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":90},{"name":"spirituality","displayName":"Spirituality","hidden":true,"category":"main","startWith":0,"icon":[7,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":91},{"name":"influence","displayName":"Influence","desc":"[influence] is generated by power structures.//You also get 1 free influence point at the start of every year.//It is limited by your [authority]; the closer to the limit, the slower it is to produce more.//Influence is required to enact most policies or remove traits.","category":"main","startWith":5,"colorGood":"#d4af37","icon":[11,4],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt14')) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'influence sapping');\\n }\\n if (G.has('eotm')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":92},{"name":"authority","displayName":"Authority","hidden":true,"category":"main","startWith":0,"icon":[11,5],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":93},{"name":"mana","displayName":"Mana","desc":"[mana] is used to make essences. It is used in wizardry and magic in many, many ways!","startWith":0,"icon":[2,3,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":94},{"name":"wand","displayName":"Wand","desc":"Wands are the basis of wizardry, and of course are used by wizards. Without it, most spells cannot be casted.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[6,4,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":95},{"name":"painting","displayName":"Painting","desc":"Made by [painter]s. Your [population,people] are proud to see it. Provides [culture] upon decay.","category":"misc","startWith":0,"icon":[12,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture'), randomFloor(spent * 2));\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":96},{"name":"land of the Plain Island","displayName":"Land of the undefined","desc":"The land you got from activating a portal to the new island: undefined. A place for new buildings.","category":"terr","startWith":0,"icon":[7,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n G.getDict('land of the Plain Island').displayName = 'Land of the ' + islandName()\\n G.getDict('land of the Plain Island').desc = 'The land you got from activating a portal to the new island: ' + islandName() + '. A place for new buildings.'\\n }","partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":97},{"name":"land of the Paradise","displayName":"Land of the Paradise","desc":"The land you got from activating a portal to the Paradise. A great place for new and unique buildings.","category":"terr","startWith":0,"icon":[20,4,"magixmod"],"meta":false,"partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":98},{"name":"fire essence","displayName":"Fire essence","desc":"[fire essence] is quite warm and dangerous. Could be used to fight against cold winters.","category":"magic","startWith":0,"icon":[0,2,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":99},{"name":"water essence","displayName":"Water essence","desc":"[water essence] is undrinkable but can be used for obtaining [mana] and small rains!","category":"magic","startWith":0,"icon":[0,1,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":100},{"name":"nature essence","displayName":"Nature essence","desc":"[nature essence] is used by wizards to collect their beloved [honey] or make harvests more plentiful.","category":"magic","startWith":0,"icon":[1,2,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":101},{"name":"dark essence","displayName":"Dark essence","desc":"[dark essence] may be used to make black holes for graves or for even bigger spells like a mirror world.","category":"magic","startWith":0,"icon":[1,3,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (!G.has('t8')) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n if (G.has('liberating darkness')) {\\n if (me.amount < G.getRes('dark essence limit').amount - 20) {\\n G.gain(me.name, 20, 'The Cemetarium');\\n }\\n }\\n }\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":102},{"name":"lightning essence","displayName":"Lightning essence","desc":"[lightning essence] can make storms safer and provide a little automation.","category":"magic","startWith":0,"icon":[0,3,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":103},{"name":"wind essence","displayName":"Wind essence","desc":"[wind essence] must be used carefully due to a risk of tornado disasters. It may be used to move [boat]s and large objects around!","category":"magic","startWith":0,"icon":[1,1,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":104},{"name":"holy essence","displayName":"Holy essence","desc":"[holy essence] should not be used by the average person due to a risk of mass blindness. Anyway, this one will have its faithful uses.","category":"magic","startWith":0,"icon":[20,6,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":105},{"name":"cobalt ore","displayName":"Cobalt ore","desc":"A unique and rather hard mineral. At least you may be able to smelt some cobalt and turn them into cobalt ingots in the mortal world.","category":"ore","startWith":0,"icon":[8,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":106},{"name":"scobs","displayName":"Scobs","desc":"Scobs are effect of carver working at [wooden statuette] and cutting trees.","category":"misc","startWith":0,"icon":[13,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":107},{"name":"colored clothing","displayName":"Colored clothing","desc":"Sewn together from [leather] or textile fiber and colored with the help of [dyes].//Each [population,Person] wearing clothing is slightly happier and healthier.","category":"gear","startWith":0,"icon":[13,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":108},{"name":"wooden statuette","displayName":"Wooden statuette","desc":"A small carved statue that was rudimentarily carved from [log] or [lumber].//May be used up over time, creating [culture].","category":"misc","startWith":0,"icon":[13,1,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.03;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture'), randomFloor(spent));\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":109},{"name":"dried leather","displayName":"Dried leather","desc":"Hardened version of [leather]. The only way to make it is to put [leather] onto a [drying rack].","category":"build","startWith":0,"icon":[13,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.03;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":110},{"name":"crossbow","displayName":"Crossbow","desc":"A more effective weapon that is easier to use. Your hunter or soldier will now need to just click to release their belt.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[13,6,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":111},{"name":"arrow","displayName":"Arrow","desc":"A piece of ammo for ranged weapons like [bow]s and [crossbow]s. //Required to keep units that use this stuff working properly.","category":"gear","startWith":0,"icon":[13,7,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":112},{"name":"fishing net","displayName":"Fishing net","desc":"Another alternative way to obtain [seafood]. Fishing nets can be used to catch more fish. They can gather a little more fish than using line fishing.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[13,8,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":113},{"name":"thread","displayName":"Thread","desc":"You'll need this item to get your people better at sewing.","category":"misc","startWith":0,"icon":[13,9,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":114},{"name":"cobalt ingot","displayName":"Cobalt ingot","desc":"An ingot made out of [cobalt ore]. Does not have much of a use, except maybe as a potential building material.","category":"build","startWith":0,"icon":[14,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":115},{"name":"juices","displayName":"Juices","desc":"[juices] will provide more [happiness] and [health] than [water] and will also take longer to spoil.","startWith":0,"icon":[14,3,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'drinking juices');\\n G.gain('health', spent * 0.2, 'drinking juices');\\n changeHappiness(spent * 0.3, 'drinking juices');\\n G.gain('spoiled juices', randomFloor(spent * 0.4), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":116},{"name":"spoiled juices","displayName":"Spoiled juices","desc":"This stat shows you how many of all [juices] have spoiled. These nasty little drinks decrease [happiness] and [health] even faster than plain old [muddy water]!","startWith":0,"icon":[14,5,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose('spoiled juices', randomFloor(toSpoil), 'decay');\\n if (G.checkPolicy('drink spoiled juice') == 'on') {\\n changeHappiness(randomFloor(spent * -1.17), 'drinking spoiled juice');\\n G.gain('health', randomFloor(spent * -1.35), 'drinking spoiled juice');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":117},{"name":"bamboo","displayName":"Bamboo","desc":"This tropical material can be used for archaic constructions, but decays somewhat quickly.","category":"build","startWith":0,"icon":[14,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.08;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":118},{"name":"sugar cane","displayName":"Sugar cane","desc":"These canes contain valuable [sugar] within, which you can obtain by giving this task to an [artisan of juice] later on.","category":"misc","startWith":0,"icon":[15,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toLose = me.amount * 0.03;\\n var spent = G.lose(me.name, randomFloor(toLose), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":119},{"name":"sugar","displayName":"Sugar","desc":"If you want to start crafting tasty [juices], [sugar] is a must.","category":"misc","startWith":0,"icon":[15,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":120},{"name":"chranospts","displayName":"Chranospts","startWith":1,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":121},{"name":"chranosweak","displayName":"Chranosweak","startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":122},{"name":"plain island tablet","displayName":"Plain Island tablet","desc":"A heavy tablet that you will get after activating a Plain Island portal. It is needed to unlock further researching as a pass for further things. You can obtain only one Tablet of this type. @Your adventure may be finished for now...but this portal hides a secret. And that means...your adventure has not ended yet.","category":"main","startWith":0,"icon":[14,9,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !madeUnlockMessage) {\\n G.Message({ type: 'tabletobtain', text: 'You and your people activated the passage to the Plain Island. Out of the portal a Tablet falls and hits a rock next to you. Within the square portal, you can finally see what is beyond it! It appears to be a bunch of flat plains, but you are sure there are a variety of new discoveries that you can find. (You can also rename this island in the Traits tab.)', icon: [8, 3, 'magixmod'] });\\n madeUnlockMessage = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('plain island building')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":123},{"name":"precious pot","displayName":"Precious pot","desc":"A harder and more beautiful version of a [pot]. Each one stores 30 [food]. It decays quite slowly and grants a little [culture] on decay.","category":"misc","startWith":0,"icon":[15,8,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture'), randomFloor(spent * 0.8));\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":124},{"name":"potion pot","displayName":"Potion pot","desc":"Pot made specifically for [alchemist]s. Hard and a little bit heavy, but pretty safe.","category":"misc","startWith":0,"icon":[14,8,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":125},{"name":"ink","displayName":"Ink","desc":"Can be used in writing. Not drinkable, not tasty.","category":"misc","startWith":0,"icon":[18,6,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":126},{"name":"wheat","displayName":"Wheat","desc":"Not edible, but useful in the crafting of [bread].","category":"misc","startWith":0,"icon":[23,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":127},{"name":"flour","displayName":"Flour","desc":"Made out of [wheat]. Now that you have [flour], you can make hearty [bread].","category":"misc","startWith":0,"icon":[23,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":128},{"name":"alchemy zone","displayName":"Alchemy zone","desc":"This part of the land will be occupied by [alchemist]s (and their seats). Here they brew potions and craft many other drinks!","category":"main","startWith":0,"icon":[17,7,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":129},{"name":"first aid things","displayName":"First aid things","desc":"More advanced tools to help the [wounded] that are used by [healer]s.","category":"misc","startWith":0,"icon":[8,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":130},{"name":"cloudy water","displayName":"Cloudy water","desc":"Water which cannot spoil in any way (however, it can still slowly decay). It is gathered from Paradise's lakes, ponds, rivers and tastes the same as water.","category":"food","startWith":0,"icon":[11,14,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.004 * (G.has('drought') ? Math.pow(((G.year - getObj('drought')) * 3 + G.day * 0.01) * (G.has('careful water storage') ? 0.85 : 1) + 1.2, 0.6) : 1);\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":131},{"name":"basic brews","displayName":"Basic brews","desc":"[basic brews] may be used to craft more advanced potions.","startWith":0,"icon":[6,10,"magixmod"],"meta":true,"partOf":"false","subRes":["sweet water pot","mundane water pot","salted water pot","bubbling water pot"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":132},{"name":"sweet water pot","displayName":"Sweet water pot","desc":"Sweet brew. Can be used to craft more advanced brews/potions.","category":"alchemypotions","startWith":0,"icon":[0,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"basic brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":133},{"name":"mundane water pot","displayName":"Mundane water pot","desc":"Mundane water. Can be used to craft more advanced brews/potions. Tastes a little bit like [muddy water] but it is not poisonous.","category":"alchemypotions","startWith":0,"icon":[1,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"basic brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":134},{"name":"salted water pot","displayName":"Salted water pot","desc":"Salted water. Can be used to craft more advanced brews/potions.//It is not tasty water, all right? It's like the ocean, but worse.","category":"alchemypotions","startWith":0,"icon":[2,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"basic brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":135},{"name":"bubbling water pot","displayName":"Bubbling water pot","desc":"Bubbling water. Can be used to craft more advanced brews/potions. So hot, so do not drink. At least it releases bubbles.","category":"alchemypotions","startWith":0,"icon":[3,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"basic brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":136},{"name":"alcohol brews","displayName":"Alcohol brews","desc":"The main reason of alcoholism. But some of the alcohol brews will have its use to make other potions.","startWith":0,"icon":[11,10,"magixmod"],"meta":true,"partOf":"false","subRes":["alcohol pot","wine","pot of vodka"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":137},{"name":"alcohol pot","displayName":"Alcohol pot","desc":"Can be used to craft [wine] or [pot of vodka,Pots of vodka]. Let's not forget about its uses to other potions.","category":"alchemypotions","startWith":0,"icon":[7,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"alcohol brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":138},{"name":"wine","displayName":"Wine","desc":"Tasty alcohol. Drinking it will increase [happiness] slightly, but harm [health].","category":"alchemypotions","startWith":0,"icon":[8,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"alcohol brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":139},{"name":"pot of vodka","displayName":"Pot of vodka","desc":"Dangerous for [health]: a bad alcohol drink.","category":"alchemypotions","startWith":0,"icon":[10,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"alcohol brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":140},{"name":"herb syrup","displayName":"Herb syrup","desc":"Pretty bad to taste. Made out of healthy [herb]s and [flowers,Various flowers]. Can be used to cure diseases.","category":"alchemypotions","startWith":0,"icon":[5,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"medicament brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":141},{"name":"essenced herb syrup","displayName":"Essenced herb syrup","desc":"A little bit tastier than [herb syrup]. Made out of healthy [herb,Herbs], [flowers,Various flowers] with a little [water essence] and [nature essence] added. Can be used to cure diseases.","category":"alchemypotions","startWith":0,"icon":[9,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"medicament brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":142},{"name":"antidotum","displayName":"Antidotum","desc":"Made using a [mundane water pot], a small amount of [alcohol pot,Alcohol], a little bit of [herb]s and a little [salt].","category":"alchemypotions","startWith":0,"icon":[4,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"medicament brews","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":143},{"name":"metal weapons","displayName":"Metal weapons","desc":"Solid, durable weapons made of metal and wood. One of the many parts of a soldier's equipment.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[15,11,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":144},{"name":"armor set","displayName":"Armor set","desc":"A solid, durable [armor set] made for soldiers can protect against common threats like ambushes.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[16,11,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":145},{"name":"urn","displayName":"Urn","desc":"These can be used to store cremated [corpse] remains. People can store 4 [urn]s for every [burial spot]. [urn]s will also decay, requiring a new one to store the [corpse] remains again.","category":"misc","startWith":0,"icon":[31,6,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var graves = G.getRes('burial spot');\\n if (me.amount > 0) {\\n //bury slowly\\n if (graves.amount > graves.used) {\\n if (G.checkPolicy('se08') == 'off') {\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('urn', amount * 4, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n } else {\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('urn', amount * 5, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n };\\n }\\n }\\n if (G.has('dark urn decay')) {\\n var toSpoil = me.amount * 0.002 * (G.getRes('corpsedecaypoint').amount);\\n var spent = G.lose('corpse', randomFloor(toSpoil), 'dark urn decay');\\n }\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose('urn', randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":146},{"name":"seeds","displayName":"Seeds","desc":"Some mixed seeds that may allow you to set up farms of [vegetable,Lettuce] or [sugar cane].","category":"misc","startWith":0,"icon":[50,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":147},{"name":"medicament brews","displayName":"Medicament brews","desc":"A brew used to heal people from sickness.","startWith":0,"icon":[12,10,"magixmod"],"meta":true,"partOf":"false","subRes":["herb syrup","essenced herb syrup","antidotum"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":148},{"name":"various stones","displayName":"Various stones","desc":"Different types of stones that can be used like a plain [stone].","category":"build","startWith":0,"icon":[3,12,"magixmod"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":149},{"name":"various cut stones","displayName":"Various cut stones","desc":"Different types of cut stones that can be used like regular [cut stone].","category":"build","startWith":0,"icon":[2,12,"magixmod"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":150},{"name":"nickel ore","displayName":"Nickel ore","desc":"[nickel ore,Nickel] can be found with better prospecting. They may be processed into [hard metal ingot]s.","category":"ore","startWith":0,"icon":[9,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":151},{"name":"platinum ore","displayName":"Platinum ore","desc":"[platinum ore,Platinum] can be found with better prospecting and with some luck, but only by a [quarry]. May be processed into [precious metal ingot]s.","category":"ore","startWith":0,"icon":[8,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":152},{"name":"platinum ingot","displayName":"Platinum ingot","desc":"[platinum ingot]s are used to craft precious items, building materials, and more.","category":"build","startWith":0,"icon":[3,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":153},{"name":"platinum block","displayName":"Platinum block","desc":"A valuable, if unreliable construction material. Made from [platinum ingot]. Similar to [gold block]s and [gem block]s, albeit more expensive.","category":"build","startWith":0,"icon":[4,11,"magixmod"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":154},{"name":"paper","displayName":"Paper","desc":"The amount of all paper types you currently have.","category":"misc","startWith":0,"icon":[14,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":155},{"name":"bone dust","displayName":"Bone dust","desc":"Made with knapping in bone. It is an ingredient used to make strenghtening brews or brews of revenant.","category":"alchemyingredients","startWith":0,"icon":[18,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":156},{"name":"enchanted ice","displayName":"Enchanted ice","desc":"Made from [mana], [ice], and [wind essence].","category":"alchemyingredients","startWith":0,"icon":[17,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":157},{"name":"flowered sugar","displayName":"Flowered sugar","desc":"Made using some [sugar] and [flowers]. Not safe to eat!","category":"alchemyingredients","startWith":0,"icon":[18,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":158},{"name":"dark fire pit","displayName":"Dark fire pit","desc":"Crafted from [fire pit]s and [dark essence]. This type of fire does not provide light or much warmth, but that may be for the better...","category":"alchemyingredients","startWith":0,"icon":[20,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":159},{"name":"withering salt","displayName":"Withering salt","desc":"A result of combining [salt] and [dark essence]. Do not use it for any food, as it is very deadly to the body!","category":"alchemyingredients","startWith":0,"icon":[20,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":160},{"name":"herb of the undead","displayName":"Herb of the undead","desc":"Crafted using a mysterious recipe that merges [herb]s, [fruit], and [dark essence] into something new. Quite poisonous.","category":"alchemyingredients","startWith":0,"icon":[20,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":161},{"name":"scobs of life","displayName":"Scobs of life","desc":"Created using [scobs], [nature essence], [mana], and a little [water]. These are used in potions involving nature. Most people, however, seem to be allergic to it!","category":"alchemyingredients","startWith":0,"icon":[17,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":162},{"name":"grass of growing","displayName":"Grass of growing","desc":"Made by combining [herb]s, [mana], and [nature essence]. Used in various nature-based potions. This grass can be the friend of soldiers and people who are trying to hide!","category":"alchemyingredients","startWith":0,"icon":[16,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":163},{"name":"windy sugar","displayName":"Windy sugar","desc":"A strange and hard-to-store material created by using [sugar], [mana], and [wind essence] and can sometimes be used to fend off annoying creatures. Sweet and tasty but pretty unstable (because it moves, swirls, and levitates all over the place).","category":"alchemyingredients","startWith":0,"icon":[14,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":164},{"name":"paradise tablet","displayName":"Paradise tablet","desc":"A heavy tablet that you will get after activating a Paradise portal. Needed to unlock further researching. It is a pass for further adventures and discoveries. You can obtain only one Tablet of this type. @God called you to his world...","category":"main","startWith":0,"icon":[20,9,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !madeUnlockMessageP) {\\n G.Message({ type: 'tabletobtain', text: 'You and your people activated the passage to Paradise. Out of the portal a Tablet falls and falls next to your feet. A large golden portal shines and you can see what is beyond it. You come through and notice it is perfect to live. Now it is time for more discoveries.', icon: [8, 4, 'magixmod'] });\\n madeUnlockMessageP = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('paradise building')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":165},{"name":"combat potion pot","displayName":"Pot of darkness","desc":"A harmful type of liquid that is best to stay away from normally, but used as un upkeep for some large structures.","category":"misc","startWith":0,"icon":[17,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":166},{"name":"jar for concoctions","displayName":"Jar for concoctions","desc":"Concoctions are used as an ingredient for stronger potions or to store potions that cannot be stored in a normal [potion pot].","category":"misc","startWith":0,"icon":[18,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":167},{"name":"black fog","displayName":"Black fog","desc":"This potion makes fog around a victim after the pot is opened. It is particularly dangerous when released near the eyes.","category":"alchemypotions","startWith":0,"icon":[11,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"combat potions","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":168},{"name":"point of venom","displayName":"Point of venom","desc":"This item is carefully crafed from some [magic essences,Essences] and acts as a pretty strong poison.","category":"alchemypotions","startWith":0,"icon":[10,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"combat potions","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":169},{"name":"windy spikes","displayName":"Windy spikes","desc":"Releases spikes made out of [wind essence] around and shatters in many directions, causing a risk of injury to those too close.","category":"alchemypotions","startWith":0,"icon":[9,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"combat potions","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":170},{"name":"back to grave","displayName":"Back to grave","desc":"Send a [wild corpse] to its permanent death. This item can be used to counter them later on...","category":"alchemypotions","startWith":0,"icon":[8,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"combat potions","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":171},{"name":"dark concoction","displayName":"Dark concoction","desc":"Releases darkness from itself. If wrongly crafted, it may explode.","category":"alchemypotions","startWith":0,"icon":[12,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n //Platinum and nickel patch\\n if (G.has('prospecting II')) {\\n G.getDict('rocky substrate').res['mine']['nickel ore'] = 0.03;\\n G.getDict('lush rocky substrate').res['mine']['nickel ore'] = 0.025;\\n G.getDict('tundra rocky substrate').res['mine']['nickel ore'] = 0.032;\\n G.getDict('warm rocky substrate').res['mine']['nickel ore'] = 0.029;\\n G.getDict('ice desert rocky substrate').res['mine']['nickel ore'] = 0.035;\\n G.getDict('jungle rocky substrate').res['mine']['nickel ore'] = 0.01;\\n G.getDict('badlands substrate').res['mine']['nickel ore'] = 0.011;\\n }\\n if (G.has('quarrying II')) {\\n G.getDict('rocky substrate').res['quarry']['platinum ore'] = 0.00001;\\n G.getDict('ice desert rocky substrate').res['quarry']['platinum ore'] = 0.00001;\\n G.getDict('warm rocky substrate').res['quarry']['platinum ore'] = 0.00001;\\n G.getDict('lush rocky substrate').res['quarry']['platinum ore'] = 0.000012;\\n G.getDict('tundra rocky substrate').res['quarry']['platinum ore'] = 0.0000125;\\n G.getDict('jungle rocky substrate').res['quarry']['platinum ore'] = 0.000007;\\n G.getDict('dead rocky substrate').res['quarry']['platinum ore'] = 0.00002;\\n G.getDict('badlands substrate').res['quarry']['platinum ore'] = 0.000013;\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":172},{"name":"nature concoction","displayName":"Nature concoction","desc":"Can be used to grow flowers. But don't hold it in your hands for too long or it may start growing vines on you!","category":"alchemypotions","startWith":0,"icon":[13,16,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":173},{"name":"combat potions","displayName":"Combat potions","desc":"This is how many combat potions you have in total currently.","startWith":0,"icon":[16,16,"magixmod"],"meta":true,"partOf":"false","subRes":["black fog","point of venom","windy spikes","back to grave"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":174},{"name":"magic essences","displayName":"Magic essences","desc":"This is how many Essences you have in total currently. [magic essences] are important for [wizard]s and are greatly respected among them.","startWith":0,"icon":[20,13,"magixmod"],"meta":true,"partOf":"false","subRes":["fire essence","water essence","nature essence","dark essence","lightning essence","wind essence","holy essence","halloween essence","herb essence"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":175},{"name":"industry point","displayName":"Industry point","hidden":true,"desc":"You can use these points to set up some industries in the Paradise. Depending on the path that your civilization took, you will have either 800 or 1000 of these points!","category":"main","startWith":0,"icon":[0,14,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":176},{"name":"worship point","displayName":"Worship point","desc":"You can use these points to decide which Seraphins will be trusted by your people.","category":"main","startWith":0,"icon":[1,14,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":177},{"name":"fire essence limit","displayName":"Fire essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[0,2,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":178},{"name":"water essence limit","displayName":"Water essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[0,1,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":179},{"name":"lightning essence limit","displayName":"Lightning essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[0,3,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":180},{"name":"wind essence limit","displayName":"Wind essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[1,1,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":181},{"name":"nature essence limit","displayName":"Nature essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[1,2,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":182},{"name":"dark essence limit","displayName":"Dark essence limit","hidden":true,"desc":"The higher the limit, the more essence you can store.","startWith":0,"icon":[1,3,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":183},{"name":"mana capacity","displayName":"Mana capacity","hidden":true,"desc":"The higher the limit, the more mana can be stored.","startWith":0,"icon":[2,3,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":184},{"name":"holy essence limit","displayName":"Holy essence limit","hidden":true,"desc":"The higher the limit, the more essence can be stored.","startWith":0,"icon":[20,6,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":185},{"name":"cemetarium construction point","displayName":"Cemetarium points","hidden":true,"startWith":0,"icon":[25,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":186},{"name":"pagoda construction point","displayName":"Pagoda points","hidden":true,"startWith":0,"icon":[26,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":187},{"name":"fortress construction point","displayName":"Fortress Points","hidden":true,"startWith":0,"icon":[27,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":188},{"name":"complex construction point","displayName":"Complex points (from building the Complex of Dreamers)","hidden":true,"startWith":0,"icon":[1,17,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":189},{"name":"florist's notes","displayName":"Florist's notes","hidden":true,"category":"misc","startWith":0,"icon":[36,6,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":190},{"name":"heating capability","displayName":"Heating capability","hidden":true,"desc":"Each unit of [heating capability] allows you to keep moderate temperature for one [population,Person].//The number on the left is how much heating capability is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[22,2,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('fire pit').amount * 5;\\n me.amount = amount;\\n if (me.amount > 0) me.hidden = false;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":191},{"name":"poet's notes","displayName":"Poet's notes","hidden":true,"category":"misc","startWith":0,"icon":[36,4,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":192},{"name":"lawyer's notes","displayName":"Lawyer's notes","hidden":true,"category":"misc","startWith":0,"icon":[36,5,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":193},{"name":"empty book","displayName":"Empty book","desc":"A book which can be filled with knowledge, instructions, and much much more.","category":"misc","startWith":0,"icon":[13,12,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"books","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":194},{"name":"nature book","displayName":"Nature book","desc":"A book written by writers with the help of [florist]'s notes.","category":"misc","startWith":0,"icon":[2,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":195},{"name":"spellbook","displayName":"Spellbook","desc":"A book written by writers with the help of [wizard]'s notes.","category":"misc","startWith":0,"icon":[3,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"books","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":196},{"name":"novel","displayName":"Novel","desc":"A book written by writers with the help of [poet]'s beautiful notes.","category":"misc","startWith":0,"icon":[1,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"books","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":197},{"name":"book of law","displayName":"Book of law","desc":"The book written with the help of a [lawyer]'s thoughts.","category":"misc","startWith":0,"icon":[0,13,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"books","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":198},{"name":"ambrosium leaf","displayName":"Ambrosium leaf","hidden":true,"desc":"These leaves may be used to gather [ambrosium shard]s with the help of some other magical materials.","category":"misc","startWith":0,"icon":[12,14,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":199},{"name":"ambrosium shard","displayName":"Ambrosium shard","desc":"It is a merged and hardened form of [ambrosium leaf,Ambrosium leaves], it seems. These shiny objects will have their own use!","category":"misc","startWith":0,"icon":[14,14,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.003;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":200},{"name":"sulfur","displayName":"Sulfur","desc":"Something used to craft pyromaniac-related toys. They make quite a nice show.","category":"misc","startWith":0,"icon":[17,15,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0075;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":201},{"name":"light explosives","displayName":"Light explosives","desc":"These are dangerous and with a purpose, but decay over time. May be used to break a wall or used in mining. These little things have a small blast radius but are still dangerous for humans. It's best for the average person to leave them untouched.","category":"misc","startWith":0,"icon":[19,15,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":202},{"name":"meals","displayName":"Meals","desc":"[meals] are tastier than most types of [food]. All [meals] will make people happy and provide some bonus [health] benefits.","category":"food","startWith":0,"icon":[9,0,"magix2"],"turnToByContext":{"eating":{"health":0.03,"happiness":0.05,"bone":0.1},"decay":{"meals":0.2,"spoiled food":0.8}},"meta":false,"tick":"function (me, tick) {\\n if (G.has('art of cooking II')) G.getDict('meals').turnToByContext['decay'] = { 'meals': 0.3, 'spoiled food': 0.7 }\\n if (G.has('art of cooking III')) {\\n // People cooking meals\\n var recipes1 = ['cooked meat', 'cooked meat', 'cooked meat', 'cooked seafood', 'cooked seafood', 'cooked seafood']\\n var recipes2 = ['herb', 'fruit', 'vegetable', 'herb', 'fruit', 'vegetable']\\n var cookingAmount = Math.ceil(G.getRes('population').amount / 750)\\n var index = Math.floor(0.1 * (G.day % 60))\\n var spent1 = G.lose(recipes1[index], cookingAmount, 'people cooking')\\n var spent2 = G.lose(recipes2[index], cookingAmount * 0.5, 'people cooking')\\n G.gain('meals', Math.min(spent1, spent2), 'people cooking')\\n }\\n }","partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":203},{"name":"cloud","displayName":"Cloud","desc":"Useful with big bunches of it, and can be obtained when filtering [cloudy water].","category":"misc","startWith":0,"icon":[25,9,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":204},{"name":"basic factory equipment","displayName":"Basic factory equipment","desc":"Mostly useful while in [moderation] path. Without it some automation would be impossible. It involves metal hooks or weights or elements of a conveyor.","category":"gear","startWith":0,"icon":[9,18,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":205},{"name":"book storage","displayName":"Book storage","desc":"Each unit of [book storage] will slow down decay for one [books,Book].","startWith":0,"icon":[21,4,"magixmod"],"meta":true,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":206},{"name":"books","displayName":"Books","hidden":true,"desc":"All the books that you own.","category":"misc","startWith":0,"icon":[13,12,"magixmod"],"meta":true,"partOf":"false","subRes":["empty book","spellbook","novel","book of law"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":207},{"name":"wizard","displayName":"Wizard","desc":"Your [elder]s can become [wizard]s, who are essential to upkeep [fire wizard tower,Wizard towers], [Wizard Complex,Wizard Complexes] and other related to magic constructions. //Some constructions will need many, many [wizard]s to upkeep it.","category":"demog","startWith":0,"icon":[2,7,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":208},{"name":"alchemist","displayName":"Alchemist","desc":"Adult alchemists can be hired to a special category of jobs that are similar to their younger visages. After they become an [elder], they will retire.//The number on the left is how many are currently being employed, while the number on the right is your total amount of adult alchemists.","category":"demog","startWith":0,"icon":[12,5,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var n = randomFloor(G.getRes('alchemist').amount * 0.0002); G.gain('elder', n, 'aging up'); G.lose('alchemist', n, 'aging up');\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":209},{"name":"prisoner","displayName":"Prisoner","desc":"Some [adult]s will commit various crimes and get arrested because of them. To prevent [prisoner]s from escaping, causing more damage to your civilization, you need to set up some [prison]s. //Prisoners are usually [thief,Thieves] sentenced for their crimes. The amount of [prisoner]s that escape, get freed, and get a death sentence will vary based on the crime and punishment level you choose.","category":"demog","startWith":0,"icon":[17,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n // Various things about prisoners added properly by @1_e0 (pretty complex, right?)\\n var punishmentLevel = G.has('CaP(light)') ? 0.7 : (G.has('CaP(cruel)') ? 1.4 : 1)\\n var fleeMult = (G.has('sharp edges') ? 0.0075 : (G.has('fragile bars') ? 0.0125 : 0.01)) * (G.has('longer prison sentences') ? 1.2 : (G.has('shorter prison sentences') ? 0.6 : 1))\\n var freedAmount = randomFloor(G.getRes('prisoner').amount * 0.012 / punishmentLevel) * (G.has('longer prison sentences') ? 0.6 : (G.has('shorter prison sentences') ? 1.2 : 1))\\n G.lose('prisoner', freedAmount, 'serving their sentence');\\n G.gain('adult', freedAmount, 'serving their sentence');\\n var freedAmount = randomFloor(G.getRes('prisoner').amount * fleeMult * punishmentLevel / (G.has('imprisonment III') ? 3 : 1))\\n G.lose('prisoner', freedAmount, 'criminals escaping');\\n G.gain('thief', freedAmount, 'criminals escaping');\\n if (!G.has('CaP(light)') && Math.random() < (G.has('CaP(cruel)') ? 0.16 : 0.1)) G.lose('prisoner', G.getRes('prisoner').amount * 0.4 * fleeMult, 'death sentence');\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":210},{"name":"wild corpse","displayName":"Wild corpse","desc":"Effect of the [revenants] trait. They will kill your normal population, so think about hiring soldiers!","category":"demog","startWith":0,"icon":[19,11,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 300 && !madeWarnCorpseMesg) {\\n G.Message({ type: 'bad', text: 'Beware of Wild corpses! Ever since you obtained Revenants, you noticed some insane corpses began to appear. They cause your dark essence to leak and, even worse, they will kill your people! Slay them at any way that you can. Note that you\\\\'ll be able to use Back to grave items from combat potion brewing to defend against them...', icon: [24, 0, 'magixmod'] });\\n madeWarnCorpseMesg = true\\n }\\n\\n // More content for wild corpses by @1_e0 because it's a shame all this code only had 2 chance types\\n const corpses = G.getDict('wild corpse').amount\\n const chances = [\\n {\\n type: \\"hurt\\",\\n below: 0.91\\n },\\n {\\n type: \\"hurt2\\",\\n below: 0.9105\\n },\\n {\\n type: \\"died\\",\\n below: 0.992\\n },\\n {\\n type: \\"nothing\\",\\n below: 1000\\n }\\n ]\\n const chance = Math.random()\\n let action\\n //Find what to do\\n for (let i = 0; !action; i++) {\\n if (chance < chances[i].below * (G.has('liberating darkness') ? 0.97 : 1))\\n action = chances[i].type\\n }\\n //Execute\\n if (day + leap <= 40 && day + leap >= 46 && !G.has('peace')) {\\n if (action === \\"nothing\\") {\\n G.lose(\\"dark essence\\", randomFloor(G.getRes('dark essence') * 0.0002), \\"wild corpse essence sapping\\")\\n }\\n switch (action) {\\n case \\"hurt\\":\\n var cAmount = corpses * 0.004\\n if (G.getRes('back to grave').amount >= cAmount * 0.16) {\\n G.lose('back to grave', cAmount * 0.16, 'back to grave items')\\n G.lose(\\"adult\\", randomFloor(cAmount * 0.2 * Math.random()), \\"wild corpse encounter\\")\\n G.gain(\\"wounded\\", randomFloor(cAmount * 0.2 * Math.random()), \\"wild corpse encounter\\")\\n } else {\\n G.lose(\\"adult\\", cAmount, \\"wild corpse encounter\\")\\n G.gain(\\"wounded\\", cAmount, \\"wild corpse encounter\\")\\n }\\n break\\n case \\"hurt2\\":\\n var cAmount = corpses * 0.0125\\n if (G.getRes('back to grave').amount >= cAmount * 0.4) {\\n G.lose('back to grave', cAmount * 0.4, 'back to grave items')\\n G.lose(\\"adult\\", randomFloor(cAmount * 0.18 * Math.random()), \\"wild corpse battle\\")\\n G.gain(\\"wounded\\", randomFloor(cAmount * 0.18 * Math.random()), \\"wild corpse battle\\")\\n } else {\\n G.lose(\\"adult\\", cAmount, \\"wild corpse battle\\")\\n G.gain(\\"wounded\\", cAmount, \\"wild corpse battle\\")\\n }\\n break\\n case \\"died\\":\\n G.lose(\\"adult\\", corpses * 0.0004, \\"wild corpse attack\\")\\n G.lose(\\"elder\\", corpses * 0.001, \\"wild corpse attack\\")\\n break\\n }\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":211},{"name":"wounded alchemist","displayName":"Wounded alchemist","hidden":true,"desc":"[alchemist]s may get [wounded,wounded] due to work injuries. They do not [worker,work] but may slowly get better over time.","startWith":0,"icon":[21,2,"magixmod"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":212},{"name":"thief","displayName":"Thief","desc":"[thief,Thieves] are unhappy adults who commit crimes to show their anger. Even 200% [happiness] won't decrease their spawn rate to zero! They can steal resources and may wound or even kill your [population,people].","category":"demog","startWith":0,"icon":[23,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (!(day + leap >= 40 && day + leap <= 46 && G.has('peace'))) {\\n if (G.year > 109 && !G.has('t1') && !G.has('t2') && G.resets > 0) { // The spawning rate is increased or decreased by various factors\\n var n = G.getRes('adult').amount * 0.000000125 * Math.min(300 - Math.min(G.getRes('happiness').amount / G.getRes('population').amount, 200), 160) * (G.has('at5') ? 0.75 : 1) * Math.pow(Math.min(Math.max(0.01 * G.year - 0.2, 0.9), 1.15), 3.5);\\n if (G.checkPolicy('se02') == 'on') {\\n G.gain('thief', n * 1.02, 'unhappiness');\\n } else {\\n G.gain('thief', n, 'unhappiness');\\n }\\n }\\n }\\n var toCalm = me.amount * 0.007;\\n var spent = G.lose(me.name, randomFloor(toCalm), 'thief calmdown'); G.gain('adult', (toCalm), 'thief calmdown');\\n var toNeut = Math.random() < 0.2 ? randomFloor(me.amount * 0.001) : 0;\\n if (G.has('CaP(cruel)')) {\\n var spent = G.lose(me.name, toNeut, 'exiled by a civilian');\\n } else {\\n var spent = G.lose(me.name, toNeut, 'thief calmed down by a civilian');\\n G.gain('adult', spent, 'thief calmed down by a civilian')\\n }\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":213},{"name":"flowers","displayName":"Flowers","desc":"Flowers gathered by a [florist] can be used in healing, and can also be used to make various [dyes].","category":"misc","startWith":0,"icon":[11,8,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.02;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":214},{"name":"dyes","displayName":"Dyes","desc":"Can be used for various things. Mostly used by painters or to add up some colour to something.","category":"misc","startWith":0,"icon":[11,7,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":215},{"name":"underworld tablet","displayName":"Underworld tablet","desc":"A heavy tablet that you will get after entering the Underworld. Needed to unlock further researches. (You can obtain only one Tablet of this type.) @You brought plagues in exchange for discoveries. I hope you won't regret this choice later!","category":"main","startWith":0,"icon":[13,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !UnderworldMESG) {\\n G.Message({ type: 'tabletobtain', text: 'You and your people activated a way to the Underworld. Out of nowhere, a Tablet appears behind you. It is hot to the touch and its red glowing will only attract curses.
    Prepare to tame 6 Devil\\\\'s traits in order to continue your adventure! Without this tablet, the Underworld won\\\\'t allow you discover its secrets...', icon: [12, 19, 'magixmod'] });\\n UnderworldMESG = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('underworld building 2/2')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":216},{"name":"new world point","displayName":"New world point","hidden":true,"startWith":0,"icon":[9,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount == 150 && !G.has('a feeling from the Underworld') && !u1popup) {\\n G.Message({ type: 'underworldig', text: 'As your people keep digging down, they start to feel rising temperatures, but not too hot yet. It feels like a fire is burning nearby! It feels like some soul from an earlier world really wants to say something...', icon: [0, 19, 'magixmod'] });\\n u1popup = true\\n }\\n if (me.amount == 350 && !G.has('a feeling from the Underworld') && !u2popup) {\\n G.Message({ type: 'underworldig', text: 'People continue digging down and more souls want to tell you things that you don\\\\'t understand. A green soul that seems like a creation Nature essence also bit you (and then ran away)! People complain about the incessant heat.
    The world you want to meet
    will not give all it has right before your feet

    Danger for people abounds
    and the forbidden will become crowds!
    ', icon: [1, 19, 'magixmod'] });\\n u2popup = true\\n }\\n if (me.amount == 600 && !G.has('a feeling from the Underworld') && !u3popup) {\\n G.Message({ type: 'underworldig', text: 'You see wizards using magic to cool down the world so people can continue digging down. Dark voices yell and make many people nearby scared. This doesn\\\\'t seem good at all!
    You want to see fear...but it keeps happening. Strange yells echo, clearly trying to cause fear in the minds of your people...', icon: [2, 19, 'magixmod'] });\\n u3popup = true\\n }\\n if (me.amount == 750 && !G.has('a feeling from the Underworld') && !u4popup) {\\n G.Message({ type: 'underworldig', text: 'Out of nowhere, people yell and run away in panic except small group of brave people who still dig down. Souls start to behave weird...or you just don\\\\'t understand them yet.
    Don\\\\'t let the Gods
    Send there his crowds
    Danger for people abounds
    and there are forbidden crowds
    ', icon: [3, 19, 'magixmod'] });\\n u4popup = true\\n }\\n if (me.amount == 950 && !G.has('a feeling from the Underworld') && !u5popup) {\\n G.Message({ type: 'underworldig', text: 'A huge cavern starts to show while braves continued digging down. They run away to you...empowered weirdly by these souls. Another lightning essence creature paralyses you and water essence creatures have started behaving insane. Is this a greeting from a new world?
    Alright ' + G.getName('ruler') + '...
    Call your soul and make it go...
    Right to the world
    The Under...world
    ', icon: [4, 19, 'magixmod'] });\\n u5popup = true\\n }\\n if (me.amount == 1500 && !G.has('a feeling from the Underworld') && !finalupopup) {\\n G.middleText('Now ascend through the Underworld to continue unlocking the new world!', 'slow')\\n finalupopup = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":217},{"name":"land of the Underworld","displayName":"Land of the Underworld","desc":"The land you got from activating a portal to the Underworld, which is a place with new buildings. You may get more after unlocking new researches...","category":"terr","startWith":0,"icon":[10,19,"magixmod"],"meta":false,"partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":218},{"name":"insight II","displayName":"Insight II","desc":"[insight II] represents your people's ideas and random sparks of intuition.//It is limited by your [wisdom II]; the closer to the limit, the slower it is to produce more.//A variety of technologies require this higher tier of essential to be researched. <>Every 500 [insight] can be converted into 1 [insight II] point.","category":"main","startWith":0,"icon":[18,19,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":219},{"name":"wisdom II","displayName":"Wisdom II","hidden":true,"category":"main","startWith":0,"icon":[23,19,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":220},{"name":"culture II","displayName":"Culture II","desc":"[culture II] is produced when your people create beautiful and thought-provoking things.//It is limited by your [inspiration II]; the closer to the limit, the slower it is to produce more.//Culture is used to develop cultural traits. This is a higher tier essential. <>Every 500 [culture] can be converted into 1 [culture II] point.","category":"main","startWith":0,"icon":[19,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt15')) {\\n var toSpoil = me.amount * 0.0002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'culture sapping');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":221},{"name":"inspiration II","displayName":"Inspiration II","hidden":true,"category":"main","startWith":0,"icon":[10,5],"meta":false,"tick":"function (me, tick) {\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":222},{"name":"faith II","displayName":"Faith II","desc":"[faith II] derives from all things divine, from meditation to sacrifices.//It is limited by your [spirituality II]; the closer to the limit, the slower it is to produce more.//Some cultural traits and technologies depend on faith. This is a higher tier essential. <>Every 500 [faith] can be converted into 1 [faith II] point.","category":"main","startWith":0,"icon":[17,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt13')) {\\n var toSpoil = me.amount * 0.0002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'faith sapping');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":223},{"name":"spirituality II","displayName":"Spirituality II","hidden":true,"category":"main","startWith":0,"icon":[22,19,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":224},{"name":"influence II","displayName":"Influence II","desc":"[influence II] is generated by power structures.//It is limited by your [authority II]; the closer to the limit, the slower it is to produce more.//Influence is required to enact most policies or remove traits. This is a higher tier essential. <>Every 500 [influence] can be converted into 1 [influence II] point.","category":"main","startWith":0,"icon":[20,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('dt14')) {\\n var toSpoil = me.amount * 0.0002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'influence sapping');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":225},{"name":"authority II","displayName":"Authority II","hidden":true,"category":"main","startWith":0,"icon":[24,19,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":226},{"name":"hardened clothes","displayName":"Hardened clothes","desc":"Sewn together from [dried leather] and embroidered with [thread]s, allowing it to decay much, much slower.//[population,People] that wear [hardened clothes,Hardened clothing] become more happy and healthy, and also feel quite safe. Having [hardened clothes,Hardened clothing] will change the icon of your [gatherer]s every so often.//Your people automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[27,0,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('magical presence') && !G.has('t7')) {\\n var toSpoil = me.amount * 0.00008\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay')\\n var iconTick = +getObj('iconTick')\\n var chosenIcon = getObj('gatherIcon')\\n if (G.getDict('gatherer').icon[0] !== chosenIcon) {\\n G.getDict('gatherer').icon = [chosenIcon, 24, 'magixmod']\\n }\\n if (!isFinite(iconTick)) {\\n setObj('iconTick', 1)\\n } else if (iconTick === 100) {\\n setObj('iconTick', 0)\\n chosenIcon = choose([9, 10, 11, 12, 13])\\n setObj('gatherIcon', chosenIcon)\\n G.getDict('gatherer').icon = [chosenIcon, 24, 'magixmod']\\n if (l('unit-icon-0')) {\\n l('unit-icon-0').style.backgroundPosition = (chosenIcon * -24) + \\"px -576px\\"\\n }\\n } else {\\n setObj('iconTick', iconTick + 1)\\n }\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":227},{"name":"essenced seeds","displayName":"Essenced seeds","desc":"[essenced seeds] are a magic-infused creation that uses [magic essences], [mana], and [seeds,Normal seeds]. These can be used to start farming magic flowers that will allow you to gather even more essences.","category":"misc","startWith":0,"icon":[27,10,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.008;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":228},{"name":"oil","displayName":"Petroleum","desc":"[oil] is a flammable liquid hydrocarbon mixture. //Mixtures labelled naphtha have been produced from natural gas condensates, petroleum distillates, and the distillation of coal tar and peat. (Or, in other words, it does something.)","category":"misc","startWith":0,"icon":[9,6],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":229},{"name":"blue firework","displayName":"Blue firework","hidden":true,"desc":"Happy New Year! You can launch this firework high into the sky...Provides [happiness] for every firework launched into the sky.","category":"seasonal","startWith":0,"icon":[2,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":230},{"name":"orange firework","displayName":"Orange firework","hidden":true,"desc":"Happy New Year! You can launch this firework high into the sky...Provides [happiness] for every firework launched into the sky.","category":"seasonal","startWith":0,"icon":[1,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":231},{"name":"dark blue firework","displayName":"Dark blue firework","hidden":true,"desc":"Happy New Year! You can launch this firework high into the sky...Provides [happiness] for every firework launched into the sky. This is a [dark essence,Dark-essenced] firework so that it can unleash its spectacular show during the day.","category":"seasonal","startWith":0,"icon":[5,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":232},{"name":"dark orange firework","displayName":"Dark orange firework","hidden":true,"desc":"Happy New Year! You can launch this firework high into the sky...Provides [happiness] for every firework launched into the sky. This is a [dark essence,Dark-essenced] firework so that it can unleash its spectacular show during the day.","category":"seasonal","startWith":0,"icon":[4,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":233},{"name":"firecracker","displayName":"Firecracker","hidden":true,"desc":"[firecracker]s are fireworks but without [thread] attached.","category":"seasonal","startWith":0,"icon":[3,0,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.009;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":234},{"name":"corpsedecaypoint","displayName":"Corpse decay point","hidden":true,"startWith":0,"icon":[28,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":235},{"name":"deitytemplePoint","displayName":"Deity temple points","hidden":true,"startWith":0,"icon":[29,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":236},{"name":"godTemplePoint","displayName":"God temple points","hidden":true,"startWith":0,"icon":[30,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":237},{"name":"trial point","displayName":"Trial point","hidden":true,"startWith":0,"icon":[8,27,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":238},{"name":"blood","displayName":"Blood","hidden":true,"desc":"You gain [blood] each year from Madness victims (equal to the amount of murdered people). You need to glory Bersaria and research more with [fear of death] active. You start with 200 [blood] in that case. <>Be aware that the [blood] will be needed to keep Hartar's servants hunting meat for you!","category":"main","startWith":200,"icon":[33,6,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":239},{"name":"cultural balance","displayName":"Cultural balance","hidden":true,"desc":"[cultural balance] is the main rule of the Cultural trial. It defines the rate of cultural stability in this plane.","category":"main","startWith":25,"icon":[33,7,"magixmod"],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n }","getIcon":"function (me) {\\n var amount = me.amount;\\n if (amount <= 10) return [33, 11, 'magixmod'];\\n else if (amount <= 20) return [33, 10, 'magixmod'];\\n else if (amount > 20 && amount < 30) return [33, 7, 'magixmod'];\\n else if (amount >= 30) return [33, 8, 'magixmod'];\\n else if (amount >= 40) return [33, 9, 'magixmod'];\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":240},{"name":"beyond","displayName":"Beyond","startWith":0,"icon":[0,0],"meta":false,"tick":"function (me, tick) {\\n if (G.has('beyond the edge') && G.getRes('beyond').amount == 0) {\\n G.gain('beyond', 1)\\n G.lose('population', G.getRes('population').amount * 0.3, 'beyond the edge');\\n G.getRes('happiness').amount = 0; G.getRes('health').amount = 0;\\n G.getRes('insight').amount = 0; G.getRes('insight II').amount = 0;\\n G.getRes('culture').amount = 0; G.getRes('culture II').amount = 0;\\n G.getRes('faith').amount = 0; G.getRes('faith II').amount = 0;\\n G.getRes('influence').amount = 0; G.getRes('influence II').amount = 0;\\n G.getRes('science').amount = 0;\\n }\\n if (G.has('beyond the edge II') && G.getRes('beyond').amount == 1) {\\n G.gain('beyond', 1)\\n var toSick = G.getRes('adult').amount;\\n G.lose('adult', toSick);\\n G.gain('sick', toSick);\\n G.lose('population', G.getRes('population').amount * 0.4, 'beyond the edge II');\\n G.getRes('happiness').amount = 0; G.getRes('health').amount = 0;\\n G.getRes('insight').amount = 0; G.getRes('insight II').amount = 0;\\n G.getRes('culture').amount = 0; G.getRes('culture II').amount = 0;\\n G.getRes('faith').amount = 0; G.getRes('faith II').amount = 0;\\n G.getRes('influence').amount = 0; G.getRes('influence II').amount = 0;\\n G.getRes('science').amount = 0;\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":241},{"name":"wooden coin","displayName":"Wooden coin","desc":"The lowest tier of currency used by the Pocket trial. To get 1 [silver coin] you will need: 100*((times you have completed Pocket*3)+1) [wooden coin]s. Can be used to buy primary, archaic resources.","category":"misc","startWith":0,"icon":[5,25,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.getRes('money storage').used == G.getRes('money storage').amount) {\\n var toSpoil = me.amount * 0.004 * G.achievByName['pocket'].won;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":242},{"name":"silver coin","displayName":"Silver coin","desc":"The second tier of currency used by the Pocket trial. To get 1 [golden coin] you will need: 100*((times you have completed Pocket*3)+1) [silver coin]s. Can be used to buy basic resources.","category":"misc","startWith":0,"icon":[6,25,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.getRes('money storage').used == G.getRes('money storage').amount) {\\n var toSpoil = me.amount * 0.004 * G.achievByName['pocket'].won;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":243},{"name":"golden coin","displayName":"Golden coin","desc":"The third and highest tier of currency used by the Pocket trial. Can be used to buy the most expensive resources of all...","category":"misc","startWith":0,"icon":[7,25,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.getRes('money storage').used == G.getRes('money storage').amount) {\\n var toSpoil = me.amount * 0.004 * G.achievByName['pocket'].won;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":244},{"name":"university point","displayName":"University point","startWith":0,"icon":[8,12,6,4],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":245},{"name":"tablet 'o mirror","displayName":"Tablet 'o mirror","desc":"A heavy tablet that you will get from opening the Grand mirror that allows you to double your [land] and [wtr]. (You can obtain only one Tablet of this type!) //You are cloning the world via magic, but the more portals you open, the more unstable the world will become, which will cause many huge disasters! It is time to stop...before something bad happens.","category":"main","startWith":0,"icon":[11,30,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !MirrorMESG) {\\n G.Message({ type: 'tabletobtain', text: 'Your people finally made the Grand Mirror work like a normal portal. Out of nowhere, an Emblem appears behind you. It is cold to the touch and perfectly symmetrical. A Tablet has a warning carved onto it, and you\\\\'ve unlocked a new resource!', icon: [12, 19, 'magixmod'] });\\n MirrorMESG = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('mirror world 2/2')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":246},{"name":"money storage","displayName":"Money storage","desc":"Each [money storage] unit lowers the rate of decay or theft for one unit of your money. A [wooden coin] uses 0.1 points of storage, a [silver coin] uses 1 point, and a valuable [golden coin] uses 5 points.//The number on the left is how much material storage is occupied, while the number on the right is how much you have in total. //Note: This is only available while in the Pocket trial.","category":"demog","startWith":0,"icon":[12,30,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n me.used = (G.getRes('wooden coin').amount / 10) + (G.getRes('silver coin').amount) + (G.getRes('golden coin').amount * 5);\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":247},{"name":"lead ore","displayName":"Lead ore","desc":"Ore that can be processed into [hard metal ingot]s.","category":"ore","startWith":0,"icon":[10,4,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":248},{"name":"mythril ore","displayName":"Mythril ore","desc":"Ore that is harder to find than gold and silver. Can be processed into [mystical metal ingot]s.","category":"ore","startWith":0,"icon":[10,3,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":249},{"name":"zinc ore","displayName":"Zinc ore","desc":"Ore that can be processed into [hard metal ingot]s. Zinc is a slightly brittle metal at room temperature.","category":"ore","startWith":0,"icon":[11,3,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":250},{"name":"osmium ore","displayName":"Osmium ore","desc":"Ore that can be processed into [soft metal ingot]s. It is a hard, brittle, and bluish-white metal.","category":"ore","startWith":0,"icon":[10,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":251},{"name":"blackium ore","displayName":"Blackium ore","desc":"Ore that can be processed into [strong metal ingot]s.","category":"ore","startWith":0,"icon":[11,2,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":252},{"name":"mystical metal ingot","displayName":"Mystical metal ingot","desc":"Can be used to craft [various metal block]s.","category":"build","startWith":0,"icon":[11,6,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":253},{"name":"unknownium ore","displayName":"Unknownium ore","desc":"unknown ore ¯\\\\_(ツ)_/¯ //we are not sure what it is","category":"ore","startWith":0,"icon":[10,5,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":254},{"name":"dinium ore","displayName":"Dinium ore","desc":"What to do with that ore? Seems like furnaces cannot smelt it.","category":"ore","startWith":0,"icon":[11,5,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":255},{"name":"pyrite","displayName":"Pyrite","desc":"A fool's gold. Cannot be smelted for [precious metal ingot]. Normally an annoying waste.","category":"ore","startWith":0,"icon":[11,4,"magixmod"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":256},{"name":"slain corpse","displayName":"Slain corpse","startWith":0,"icon":[3,16,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":257},{"name":"prison space","displayName":"Prison space","hidden":true,"desc":"Determines how many [thief,Thieves] and other criminals you can keep imprisoned. It is an important stat, as a lack of prison space will lead to an increased crime rate, which will cause unhappiness.","startWith":0,"icon":[17,2,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n me.used = G.getRes('prisoner').amount > me.amount ? me.amount : G.getRes('prisoner').amount;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":258},{"name":"various metal block","displayName":"Various metal block","desc":"A valuable, if unreliable construction material. Can be crafted by using [mythril ore], [dinium ore], [blackium ore], and various other materials.","category":"build","startWith":0,"icon":[10,6,"magixmod"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":259},{"name":"modernium ore","displayName":"Modernium ore","desc":"A red ore with a pinkish tint. Interesting but is sadly a waste.","category":"ore","startWith":0,"icon":[10,8,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":260},{"name":"caretakium ore","displayName":"Caretakium ore","desc":"A dark green ore that is of some interest but has no use.","category":"ore","startWith":0,"icon":[10,7,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":261},{"name":"golden insight","displayName":"Golden insight","desc":"[golden insight] is an essential required to research in the Faithful plane. You'll be able to purchase this strange resource! //To buy [golden insight], purchase this strange resource in the Production tab. But be careful...it costs [faith] and [insight]. Also, it can increase its cost by itself! //Just like [insight], [golden insight] will be limited by [wisdom].","category":"main","startWith":0,"icon":[35,16,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":262},{"name":"relic","displayName":"Relic","desc":"[relic]s can be found underground and analyzed by [archaeologist]s. These are leftovers of civilizations you ruled in previous ascensions or previous generations in current one. Each [relic] has its own rarity, and any [relic] with a rarity above or equal to Rare will be counted here. Just note that they slowly decay and are mainly used for providing various essentials.","startWith":0,"icon":[8,29,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":263},{"name":"scoutW","displayName":"Scout","hidden":true,"startWith":0,"icon":[24,3],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":264},{"name":"snow","displayName":"Snow","hidden":true,"desc":"Cold snow can be used to craft snowmen and make snowball fights, increasing the [happiness] of children slightly. Hire a [digger] to gather it.","category":"seasonal","startWith":0,"icon":[9,12,"seasonal"],"turnToByContext":{"Snow":{"happiness":0.001}},"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":265},{"name":"christmas essence","displayName":"Christmas essence","hidden":true,"desc":"A part of Christmas. Can be gathered in ways related to it. Has its uses. Does not belong to [magic essences] officially until you unlock [sleep-speech] and [villas of victory].","category":"magic","startWith":0,"icon":[3,11,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":266},{"name":"christmas essence limit","displayName":"Christmas essence limit","hidden":true,"startWith":0,"icon":[8,12,3,11,"seasonal"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":267},{"name":"child of Christmas","displayName":"Child of Christmas","hidden":true,"desc":"[child of Christmas,Children of Christmas] leave after many meetings with each other. Some of them even say they are elves, although this isn't confirmed!//After a while, they will grow up into [adult]s.//These children also eat and drink half as much as adults.//They can work as an [artisan of christmas], can be hired to take care about [christmas essence storage], and can also craft gifts for people, bringing [happiness]. @They are happy, despite being assigned to work (as long as their work is related to their favorite season, of course).","category":"demog","startWith":0,"icon":[56,0,"magix2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":268},{"name":"christmas ornament","displayName":"Christmas ornament","hidden":true,"desc":"The [artisan of christmas] can craft this. It is used to decorate christmas trees, lamps, and many more. On decay, these may provide some [christmas essence].","category":"seasonal","startWith":0,"icon":[6,11,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n if (G.getRes('christmas essence').amount < (G.getRes('christmas essence limit').amount - spent)) {\\n G.gain('christmas essence', randomFloor(toSpoil) / 6, 'festive ornament decay');\\n };\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":269},{"name":"festive light","displayName":"Festive light","hidden":true,"desc":"Used to decor streets, houses, hovels and other buildings. Brings festivity to your civilization. On decay, this may provide some [christmas essence].","category":"seasonal","startWith":0,"icon":[6,12,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.007;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n if (G.getRes('christmas essence').amount < (G.getRes('christmas essence limit').amount - spent)) {\\n G.gain('christmas essence', randomFloor(toSpoil) / 4, 'festive light decor decay');\\n };\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":270},{"name":"snowman","displayName":"Snowman","hidden":true,"desc":"Used to decor streets, houses, hovels and other buildings. Brings festivity to your civilization. On decay, this may provide some [christmas essence].","category":"seasonal","startWith":0,"icon":[12,11,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.011;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":271},{"name":"research","displayName":"Researches","startWith":0,"icon":[35,3,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n me.amount = G.techN;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":272},{"name":"love","displayName":"Love","hidden":true,"desc":"Seasonal essential. //[love] can unlock new bonuses on some levels. //Obtaining unique valentine traits will allow you to gain points for that essential from more sources. The rate of gain depends on the [happiness] of your civilization.","startWith":0,"icon":[10,17,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var xpreq = ((((G.getRes('love').amount + 10) * 35000) ^ (G.getRes('love').amount + 1)) * (G.getRes('love').amount + 3)) * ((G.getRes('love').amount + 1) / 1.85);\\n if (G.getRes('love xp').amount >= xpreq) {\\n G.getRes('love xp').amount = 0; me.amount++;\\n }\\n }","getDisplayAmount":"function (me) {\\n if (G.getRes('population').amount <= 0) return '-';\\n var amount = G.getRes('love').amount;\\n var xpreq = ((((G.getRes('love').amount + 10) * 35000) ^ (G.getRes('love').amount + 1)) * (G.getRes('love').amount + 3)) * ((G.getRes('love').amount + 1) / 1.85);\\n return 'Lvl ' + B(amount + 1) + ' ' + B(G.getRes('love xp').amount) + '/
    ' + B(xpreq) + '';\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [17, 17, 'seasonal'];\\n else {\\n var amount = G.getRes('love').amount;\\n if (amount >= 15) return [16, 17, 'seasonal'];\\n else if (amount >= 12) return [15, 17, 'seasonal'];\\n else if (amount >= 10) return [14, 17, 'seasonal'];\\n else if (amount >= 8) return [13, 17, 'seasonal'];\\n else if (amount >= 5) return [12, 17, 'seasonal'];\\n else if (amount >= 3) return [11, 17, 'seasonal'];\\n else return [10, 17, 'seasonal'];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":273},{"name":"love xp","displayName":"Love XP","startWith":0,"icon":[10,17,"seasonal"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":274},{"name":"dark decay","displayName":"Dark decay","hidden":true,"desc":"Completing Buried granted you [dark decay]. Starting with 50 slots and growing for up to 400, it will take away [corpse]s. If all of your [dark decay] slots are be used up, this resource will disappear and for rest of the run the bonus from [voodoo spirit] will be activated. The cap of [dark decay] slots can be increased by gaining early-game traits including [fear of death]/[acceptance of death], or afterlife traits.","startWith":50,"icon":[23,5,"magixmod"],"meta":false,"tick":"function (me) {\\n if (G.getRes('corpse').amount > 0 && me.used <= me.amount) {\\n G.getRes('corpse').amount--;\\n G.getRes('dark decay').used++;\\n }\\n if (me.used >= me.amount) me.hidden = true;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":275},{"name":"tragedy","displayName":"Tragedy","startWith":0,"icon":[0,0],"meta":false,"tick":"function (me) {\\n if (me.amount == 1 && G.achievByName['???'].won == 0 && G.has('constelations')) {\\n G.Message({ type: 'story1', text: 'THIS IS THE END!', icon: [10, 32, 'magixmod'] });\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":276},{"name":"spookiness","displayName":"Spookiness","hidden":true,"desc":"Seasonal essential. //[spookiness] is able to unlock new bonuses if you progress far enough! //Obtaining Halloween traits will allow you to gain points for that essential! Depending on [happiness], you may gain it slower or faster.","startWith":0,"icon":[12,8,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var xpreq = ((((G.getRes('spookiness').amount + 10) * 55500) ^ (G.getRes('spookiness').amount + 1)) * (G.getRes('spookiness').amount + 3)) * ((G.getRes('spookiness').amount + 1) / 1.85);\\n if (G.getRes('spookiness xp').amount >= xpreq) {\\n G.getRes('spookiness xp').amount = 0; me.amount++;\\n }\\n }","getDisplayAmount":"function (me) {\\n if (G.getRes('population').amount <= 0) return '-';\\n var amount = G.getRes('spookiness').amount;\\n var xpreq = ((((G.getRes('spookiness').amount + 10) * 55500) ^ (G.getRes('spookiness').amount + 1)) * (G.getRes('spookiness').amount + 3)) * ((G.getRes('spookiness').amount + 1) / 1.85);\\n return 'Lvl ' + B(amount + 1) + ' ' + B(G.getRes('spookiness xp').amount) + '/
    ' + B(xpreq) + '';\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [11, 8, 'seasonal'];\\n else {\\n var amount = G.getRes('spookiness').amount;\\n if (amount >= 14) return [18, 8, 'seasonal'];\\n else if (amount >= 12) return [17, 8, 'seasonal'];\\n else if (amount >= 10) return [16, 8, 'seasonal'];\\n else if (amount >= 7) return [15, 8, 'seasonal'];\\n else if (amount >= 4) return [14, 8, 'seasonal'];\\n else if (amount >= 2) return [13, 8, 'seasonal'];\\n else return [12, 8, 'seasonal'];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":277},{"name":"spookiness xp","displayName":"Spookiness XP","startWith":0,"icon":[12,8,"seasonal"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":278},{"name":"candy","displayName":"Candy","hidden":true,"desc":"Sweet, tasty [candy,Candies] made just for Halloween. Spoils quite quickly but counts as [food], providing [happiness] at the cost of a little [health].","category":"seasonal","startWith":0,"icon":[3,8,"seasonal"],"turnToByContext":{"eating":{"happiness":0.035,"health":-0.01}},"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.08;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":279},{"name":"halloween essence","displayName":"Halloween essence","hidden":true,"desc":"A part of Halloween. Can be gathered in ways related to it. Has usages. Does not belong to [magic essences] since it is seasonal essence.","category":"magic","startWith":0,"icon":[5,8,"seasonal"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":280},{"name":"halloween essence limit","displayName":"Halloween essence limit","hidden":true,"startWith":0,"icon":[8,12,5,8,"seasonal"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":281},{"name":"wandererW","displayName":"Wanderer","hidden":true,"startWith":0,"icon":[2,2],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":282},{"name":"land of the Past","displayName":"Land of the Past","desc":"The land you got from activating a portal to the ancestors world. //It is said that this atmosphere is autumnal year-long.","category":"terr","startWith":0,"icon":[18,33,"magixmod"],"meta":false,"partOf":"tl","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":283},{"name":"ancestors tablet","displayName":"Ancestors tablet","desc":"A heavy tablet that you will get after activating the Ancestors portal. Needed to unlock further researching. It is a pass for further adventures and discoveries. You can obtain only one Tablet of this type. @Ancestors called you to his world...","category":"main","startWith":0,"icon":[3,7,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (me.amount >= 1 && !madeUnlockMessageP) {\\n G.Message({ type: 'tabletobtain', text: 'You and your people activated a passage to the ancestors world. Out of the portal, a strange Tablet falls and falls next to your feet. A big ruby portal shines and you can now see what is beyond it! You come through and notice there is perfect moderate heat and autumn is everywhere. Now it is time for more discoveries.', icon: [30, 33, 'magixmod'] });\\n madeUnlockMessageP = true\\n G.playSound('https://file.garden/Xbm-ilapeDSxWf1b/GainedEmblem.mp3');\\n }\\n if (G.has('ancestors world building')) {\\n me.hidden = true\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":284},{"name":"herb essence","displayName":"Herb essence","desc":"[herb essence] is a natural essence obtainable only in Herbalia's plane. It is a requirement to please your population and to build the wonder of this plane!","category":"magic","startWith":0,"icon":[36,19,"magixmod"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('t7') && G.day % 10 == 0) {\\n var toSpoil = me.amount * 0.004;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"magic essences","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":285},{"name":"demon decay","displayName":"Demon decay","startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":286},{"name":"ignoreItem","displayName":"Next predicted drought year","desc":"This number is the predicted year that the next drought will be at. It may be off by a year or two or not happen in the first place!","category":"demog","startWith":0,"icon":[9,10],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":287},{"name":"honey","displayName":"Honey","desc":"Eating [honey] is both extraordinarily satisfying and quite healthy for the body, and is even better when eaten in combination with other [food]. Although it is quite difficult to find, it never spoils and will provide the most [happiness] out of all [food]! //yummers","category":"food","startWith":0,"icon":[6,0,"magix2"],"turnToByContext":{"eating":{"health":0.03,"happiness":0.1},"decay":{"honey":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":288},{"name":"honeycomb","displayName":"Honeycomb","desc":"Although [honeycomb]s may be difficult to find, they are absolutely packed with various nutrients and quite tasty! They will never spoil and provide the most [health] out of any other [food].","category":"food","startWith":0,"icon":[5,0,"magix2"],"turnToByContext":{"eating":{"health":0.15,"happiness":0.025},"decay":{"honeycomb":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":289},{"name":"deep ocean","displayName":"Deep ocean","desc":"[deep ocean] is a strange and rather wasteful ocean tile that is produced when your [wtr] tiles decay. It cannot be used for construction or buildings, sadly, except for building the wonder in this Trial.","category":"terr","startWith":0,"icon":[16,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('t6') && G.year >= 7) {\\n me.amount += 0.02 + G.ocean * 0.0015\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":290},{"name":"golden fish","displayName":"Golden fish","desc":"[golden fish] are created using some [precious metal ingot]s and [seafood,Fish], as well as a little luck. //Seems to be a lot of work just for a little decoration...","category":"build","startWith":0,"icon":[12,0,"magix2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":291},{"name":"wtrDecay","displayName":"Water decay","hidden":true,"startWith":0,"icon":[10,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n if (G.has('t6') && G.year >= 5) {\\n var decayMult = (G.has('ocean decay I') ? 0.6 : 1) * (G.has('ocean decay II') ? 0.6 : 1) * (G.has('ocean decay III') ? 0.6 : 1) * (G.has('ocean decay IV') ? 0.6 : 1) * (G.has('ocean decay V') ? 0.6 : 1) * Math.min(0.3 + G.year * 0.08, 1)\\n if (G.day % 30 == 0) {\\n me.amount += Math.pow(G.year * 0.5, 1.8) * decayMult\\n }\\n me.amount += (0.03 + G.getRes('land').amount * 0.0015) * decayMult - (G.day % 5 == 0 && G.has('ocean reversion') ? 1 : 0)\\n me.amount = Math.min(me.amount, 0)\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":292},{"name":"exotic fruit","displayName":"Exotic fruit","desc":"[exotic fruit] have a particularly pleasing taste and appearance that your people love. These are consumed as a more tasty alternative to [fruit], but are rarer to come by (and require a few researches to get).","category":"food","startWith":0,"icon":[23,0,"magix2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.0275},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":293},{"name":"exotic juices","displayName":"Exotic juices","desc":"[exotic juices] are more popular with your people, meaning people drink them a little faster. They also provide much more [happiness] than normal [juices]!","startWith":0,"icon":[24,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.012;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'drinking exotic juices');\\n G.gain('health', spent * 0.2, 'drinking exotic juices');\\n changeHappiness(spent * 0.9, 'drinking exotic juices');\\n G.gain('spoiled juices', randomFloor(spent * 0.32), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":294},{"name":"spices","displayName":"Spices","desc":"[spices] are, well, spicy to the tongue, and are great when combined with other tasty foods!","category":"misc","startWith":0,"icon":[20,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":295},{"name":"hive frame","displayName":"Hive frame","desc":"Each [hive frame] is carefully crafted from part of a [log] and may be used in beekeeping. They will work for all types of honey collection, although essenced collection will make these more effective.","category":"misc","startWith":0,"icon":[35,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":296},{"name":"essenced hive frame","displayName":"Essenced hive frame","desc":"Each and every [essenced hive frame] is meticulously crafted with the utmost care, and is combined with some [nature essence].","category":"misc","startWith":0,"icon":[37,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":297},{"name":"artist","displayName":"Artist","desc":"[artist]s are those who have studied art from a young age and have turned into [adult]s. Although they are talented and skilled, they may still fail to produce a [work of art] and make a plain [painting].","category":"demog","startWith":0,"icon":[43,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n var n = randomFloor(G.getRes('artist').amount * 0.0002);\\n G.gain('painting', randomFloor(G.getRes('artist').amount * 0.3), 'artists painting');\\n G.gain('work of art', randomFloor(G.getRes('artist').amount * 0.0001), 'artists painting');\\n G.gain('elder', n, 'aging up');\\n G.lose('artist', n, 'aging up');\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":298},{"name":"virtuoso of art","displayName":"Virtuoso of art","desc":"[virtuoso of art,Virtuosos of art] are the best of the best. These students have grown into true artists, and will produce a variety of [painting]s and [work of art,Works of art] with their gifted talent and skill. //what about pixel art?","category":"demog","startWith":0,"icon":[44,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n var n = randomFloor(G.getRes('virtuoso of art').amount * 0.0002);\\n G.gain('painting', randomFloor(G.getRes('virtuoso of art').amount * 1), 'virtuosos of art painting');\\n G.gain('work of art', randomFloor(G.getRes('virtuoso of art').amount * 0.03), 'virtuosos of art painting');\\n G.gain('elder', n, 'aging up');\\n G.lose('virtuoso of art', n, 'aging up');\\n }","partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":299},{"name":"work of art","displayName":"Work of art","desc":"[work of art,Works of art] are truly thought-provoking and amazing artworks that capture the culture of your people well. These will decay into [culture II].","category":"misc","startWith":0,"icon":[45,0,"magix2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n if (G.has('art shows')) {\\n toSpoil *= 0.7; // art shows decrease the decay of works of art\\n G.gain('culture II', randomFloor(toSpoil * 0.3), 'art shows');\\n }\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('culture II'), randomFloor(spent));\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":300},{"name":"valuable gems","displayName":"Valuable gems","desc":"These are extremely expensive and hard-to-find [valuable gems,Gems] with a unique color, clarity, and look. Can be processed into [valuable gem block,Blocks]!","category":"build","startWith":0,"icon":[46,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":301},{"name":"valuable gem block","displayName":"Valuable gem block","desc":"These have unique colors and refract light in all directions. These might be used in some advanced constructions!","category":"build","startWith":0,"icon":[49,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":302},{"name":"charcoal","displayName":"Charcoal","desc":"A useful fuel for creating a source of heat. //no, you cannot eat it!","category":"build","startWith":0,"icon":[51,0,"magix2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":303},{"name":"kelp2","displayName":"Kelp","desc":"May be eaten along with other [food], providing some easy [health] 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  • pergamin
  • common paper
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Farmers of these tulips don't want to share the way how do they collect useful [dark essence] out of these flowers, but you want to discover those mysteries!","icon":[28,9,"magixmod"],"startWith":0,"cost":{"essenced seeds":300,"dark essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15,"wand":10},"req":{"withering tulips & Watorchids":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":14,"dark essence":1,"mana":7},"effects":[{"type":"gather","context":"gather","what":{"dark essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":131},{"name":"farm of naturdaisies","displayName":"Farm of naturdaisies","desc":"Naturdaisies like to grow on big \\"trees\\" that can release these essenced beauties. Then people gather them and disenchant them, gaining useful [nature essence] from them.","icon":[28,6,"magixmod"],"startWith":0,"cost":{"essenced seeds":300,"nature essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15,"wand":10},"req":{"lightlily & Naturdaisy":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":14,"nature essence":1,"mana":7},"effects":[{"type":"gather","context":"gather","what":{"nature essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":132},{"name":"farm of lightlilies","displayName":"Farm of lightlilies","desc":"A lightlily can have petals with a mysterious lightning shape. People are a little cautious around them due to their risk of being electrified. Cutting the stalk and disenchanting it allows people to gather some useful [lightning essence].","icon":[28,5,"magixmod"],"startWith":0,"cost":{"essenced seeds":300,"lightning essence":1000,"herb":100},"type":"unit","use":{"worker":2,"land of the Plain Island":15,"wand":10},"req":{"lightlily & Naturdaisy":true},"category":"plainisleunit","limitPer":{},"upkeep":{"water":14,"lightning essence":1,"mana":7},"effects":[{"type":"gather","context":"gather","what":{"lightning essence":11}},{"type":"mult","value":1.5,"req":{"gt6":true}},{"type":"mult","value":1.1,"req":{"nutritious magical soil":true}},{"type":"mult","value":1.1,"req":{"juicy nutritious magical soil":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":133},{"name":"treehouse","displayName":"Treehouse","desc":"@provides 2 [housing]<>A tiny pied-a-terre built inside one of the paradise trees.","icon":[6,21,"magixmod"],"startWith":0,"cost":{"lumber":150},"type":"unit","use":{"land of the Paradise":0.3333333333333333},"req":{"paradise housing":true},"category":"paradiseunit","limitPer":{"land":5,"population":80},"upkeep":{},"effects":[{"type":"provide","what":{"housing":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":134},{"name":"cozy lodge","displayName":"Cozy lodge","desc":"@provides 5 [housing]<>A small-but-sweet lodge where everyone feels safe and warm inside.","icon":[3,21,"magixmod"],"startWith":0,"cost":{"basic building materials":150},"type":"unit","use":{"land of the Paradise":1},"req":{"paradise housing":true},"category":"paradiseunit","limitPer":{"land":10,"population":100},"upkeep":{},"effects":[{"type":"provide","what":{"housing":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":135},{"name":"cozy paradise hut","displayName":"Cozy paradise hut","desc":"@provides 6 [housing]<>A small dwelling that is cozy and a place where your people can lead a calm and happy life.","icon":[2,21,"magixmod"],"startWith":0,"cost":{"basic building materials":200},"type":"unit","use":{"land of the Paradise":1},"req":{"paradise housing":true},"category":"paradiseunit","limitPer":{"land":15,"population":125},"upkeep":{},"effects":[{"type":"provide","what":{"housing":6}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":136},{"name":"Hardened house","displayName":"Hardened house","desc":"@provides 16 [housing]<>This is a huge house that can fit 2 or 3 large families at the same time. Due to its capacity, it is a far more limited type of [housing]! Inside of this [Hardened house], people feel quite safe and will probably never even think about moving away.","icon":[4,21,"magixmod"],"startWith":0,"cost":{"basic building materials":1200,"glass":5},"type":"unit","use":{"land of the Paradise":1},"req":{"paradise housing":true},"category":"paradiseunit","limitPer":{"land":35,"population":400},"upkeep":{},"effects":[{"type":"provide","what":{"housing":16}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":137},{"name":"musician","displayName":"Musician","desc":"@generates [culture] and [happiness] every day<>[musician]s gather the tribe together during twilight to sing and play songs that people know to entertain them, providing significant [happiness] and [culture]! //(Their favorite note is C#. Maybe it means something?)","icon":[28,18,"magixmod"],"startWith":0,"cost":{"basic building materials":10},"type":"unit","use":{"worker":1},"req":{"music instruments":true},"category":"cultural","limitPer":{"population":400},"upkeep":{"food":0.1},"effects":[{"type":"gather","what":{"happiness":0.28}},{"type":"gather","what":{"happiness":0.28},"req":{"music instruments II":true}},{"type":"gather","what":{"culture":0.125}},{"type":"gather","what":{"culture II":0.000004},"req":{"cultural people":true}},{"type":"mult","value":0.9,"req":{"se12":"on"}},{"type":"mult","value":2,"req":{"se03":"on"}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":138},{"name":"fishers & hunters camp","displayName":"Fishers & hunters camp","desc":"@An camp where [hunter]s and [fisher]s train at. //There, they learn to be better at their job. //One [fishers & hunters camp] can associate up to 800 [worker]s divided into 400 [hunter]s and 400 [fisher]s! //[hunter]s that work at this camp also have a very low chance to be the victim of an accident. //It may be more expensive, but it can gather you a lot of delectable [food].","icon":[5,23,"magixmod"],"wideIcon":[3,23,"magixmod"],"startWith":0,"cost":{"basic building materials":4850,"food":2500,"paper":3000,"thread":500},"type":"unit","use":{"worker":450,"land":44,"armor set":200,"fishing net":200,"metal weapons":200,"stone weapons":100,"crossbow":200,"arrow":30,"bow":200},"req":{"hunters & fishers unification":true},"category":"production","limitPer":{"population":40000,"land":2500},"upkeep":{"food":75,"fire pit":2,"bugs":3},"effects":[{"type":"function"},{"type":"gather","context":"fish","what":{"seafood":1200}},{"type":"gather","context":"hunt","amount":1400,"max":2000},{"type":"gather","context":"hunt","amount":490,"max":700,"req":{"se04":"on"}},{"type":"gather","context":"fish","what":{"seafood":400},"req":{"se05":"on"}},{"type":"gather","context":"fish","what":{"ink":2},"req":{"ink-fishing":true}},{"type":"convert","from":{"adult":2},"into":{"wounded":2},"every":7,"chance":0.008695652173913044},{"type":"mult","value":1.35,"req":{"se05":true}},{"type":"mult","value":1.35,"req":{"harvest rituals":"on"}},{"type":"convert","from":{"meat":4,"seafood":3},"into":{"cooked meat":4,"seafood":3},"every":2,"req":{"camp-cooking":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":139},{"name":"dark wormhole","displayName":"Dark wormhole","desc":"A wormhole built in the depths of the Underworld where darkness is everywhere. [dark wormhole,Wormholes] provide 24M [burial spot]s but will require some upkeep. This may get new abilities later on...","icon":[13,22,"magixmod"],"startWith":0,"cost":{"gem block":4,"precious building materials":5000},"type":"unit","use":{"land of the Underworld":10,"worker":3},"req":{"burial wormhole 2/2":true},"category":"underworld","limitPer":{"land":3000,"population":50000},"upkeep":{"combat potion pot":6,"dark essence":80,"mana":50},"effects":[{"type":"provide","what":{"burial spot":24000000}},{"type":"provide","what":{"corpsedecaypoint":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":140},{"name":"plain island portal","displayName":"Plain Island Portal","desc":"@opens a portal to a huge Plain Island. It is a creation made of ideas from various dreams and wizards.//Your dream comes real! You will recieve some [land of the Plain Island] upon activation of the portal. Upon completion, you will be able to rename this island.","wonder":".","icon":[29,29,"magixmod"],"wideIcon":[28,29,"magixmod"],"startWith":0,"cost":{"marble":100,"gems":10},"costPerStep":{"marble":250,"basic building materials":50,"mana":3500},"steps":100,"type":"portal","finalStepCost":{"population":100,"magic essences":1000,"plain island tablet":-1,"land of the Plain Island":-22000},"use":{"land":10},"req":{"first portal to new world":true,"belief in portals":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":141},{"name":"paradise portal","displayName":"Portal to the Paradise","desc":"Opens a portal to a huge God's Paradise: a troublesome project, guided by God's worship!//A dream of Paradise, angels, and much more comes real! You will also get +21.5k [land of the Paradise] that you can use!","wonder":".","icon":[32,29,"magixmod"],"wideIcon":[31,29,"magixmod"],"startWith":0,"cost":{"precious building materials":3500,"insight":50,"faith":150,"fire essence":450,"water essence":475,"dark essence":375,"wind essence":2750,"lightning essence":377,"nature essence":10075,"precious metal ingot":1000,"deitytemplePoint":400},"costPerStep":{"marble":1700,"gem block":15,"gems":8,"various cut stones":2500},"steps":100,"type":"portal","finalStepCost":{"population":1000,"magic essences":100000,"faith":175,"paradise tablet":-1,"land of the Paradise":-21500},"use":{"land":10},"req":{"2nd portal sky":true,"belief in portals":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":142},{"name":"underworld","displayName":"Underworld","desc":"Now you may enter the Underworld! A new creepy, unstable, and dangerous world will become open for you!//fun","icon":[9,5,"magixmod"],"wideIcon":[7,5,"magixmod"],"startWith":0,"cost":{"precious building materials":35000,"insight":1500,"faith":250,"fire essence":95000,"water essence":47500,"dark essence":157500,"wind essence":27500,"lightning essence":37750,"nature essence":10750},"type":"unit","use":{"land":1},"req":{"a feeling from the Underworld":true,"third passage to new world":true},"category":"dimensions","limitPer":{"land":1000000000},"upkeep":{},"effects":[{"type":"provide","what":{"underworld tablet":1}},{"type":"provide","what":{"land of the Underworld":150}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":143},{"name":"temple of deities","displayName":"Temple of Deities","desc":"A mystical monument dedicated to angels, archangels, Seraphins, and many other deities.//A temple housing a tomb deep under its rocky platform, where the Temple's relics lie and there is last bastion of your religion if it will start fall. @The tower it does have is towers above the world's clouds, and despite the fact there is cold on top, some brave people may come up to prey its god, or listen to heavenly symphonies and hums.","wonder":"heavenly","icon":[1,11,"magixmod"],"wideIcon":[0,11,"magixmod"],"startWith":0,"cost":{"basic building materials":35000,"gem block":10},"costPerStep":{"basic building materials":2500,"precious building materials":1250,"gem block":2,"concrete":25,"deitytemplePoint":-1},"steps":300,"type":"stepByStep","messageOnStart":"You begin the construction of the Temple. Its highest tower is a pass between land of people and sky of angels. No one may go on top unless it is coated. This temple will be last bastion of religion and a storage of relics. Your people with full of hope are building this mass, full of glory wonder.","finalStepCost":{"population":1000,"precious building materials":25000,"faith":100,"influence":75,"basic building materials":3000,"deitytemplePoint":-100},"finalStepDesc":"To complete the giant Temple, some of your [population,people] are needed to finish the Temple. They must be sacrificed to accompany you as servants and Angels of the Afterlife, combined with some other resources. Are you ready?","use":{"land":50},"req":{"monument-building II":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":144},{"name":"the cemetarium","displayName":"The Cemetarium","desc":"@leads to Deadly, revenantic<>A big cemetary full of hostility and where [revenants] live with a second life.//A realm is around it, providing a burial for [wild corpse]s. Even if most souls are dark, some light souls also live here. For each step that you perform for the building, you will get 6,000 [burial spot]s! Let these corpses go into their rightenous home please!","wonder":"deadly, revenantic","icon":[1,16,"magixmod"],"wideIcon":[0,16,"magixmod"],"startWith":0,"cost":{"basic building materials":1000,"gem block":30},"costPerStep":{"basic building materials":2500,"archaic building materials":1500,"burial spot":-6000,"cemetarium construction point":-1},"steps":270,"type":"unit","messageOnStart":"You begin the construction of The Cemetarium. You think that wild corpses will go there to leave us alone. I want calmness, at any price. It is the right choice. I will make my soldiers take these living souls to here.","finalStepCost":{"corpse":100,"faith":100,"dark essence":25000,"cobalt ingot":1000,"burial spot":-15000},"finalStepDesc":"To complete this wonder in the hope of wild corpses leaving you alone for some time, you will need to pay a hefty price in order to finish it.","use":{"land":100},"req":{"monument-building II":true,"revenants":true,"dark wonder":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":145},{"name":"fortress of cultural legacy","displayName":"Fortress of Cultural Legacy","desc":"@leads to the Sacrificed for culture victory<>This is a fortress built out of [precious building materials] in the name of [storyteller,people of culture]! It is their home a place where they may give their creations for future generations. This wonder may empower your people's cultural ideas and increase [culture] gain by 20% if finished! This wonder is tied to [culture] and [inspiration] so they will be required during construction. <>Inside of the Fortress, people store the most important and most beautiful arts, statues, and sculptures of their people. That wonder makes the culture immune to perditions.//wonderFULL indeed","wonder":"sacrificed for culture","icon":[6,12,"magixmod"],"wideIcon":[9,17,"magixmod",5,12,"magixmod"],"startWith":0,"cost":{"basic building materials":1500,"precious building materials":400,"inspiration":10},"costPerStep":{"basic building materials":2500,"precious building materials":500,"culture":400,"inspiration":1,"glass":1,"fortress construction point":-1},"steps":200,"type":"unit","messageOnStart":"You began the construction of Fortress of Cultural Legacy. This will make people come inside to watch the arts of the centuries. Unleash unbreakable cultural roots!","finalStepCost":{"inspiration":125,"population":2000,"precious building materials":4500,"statuette":250,"wooden statuette":150,"gem block":50,"culture":650},"finalStepDesc":"To complete the wonder and prevent culture and traditions from being perditioned...you need to perform that final step.","use":{"land":10,"worker":10,"metal tools":10},"req":{"monument-building":true,"cultural roots":true},"category":"cultural","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":146},{"name":"complex of dreamers","displayName":"Complex of Dreamers","desc":"@leads to the Insight-ly victory<>This fascinating complex is built at the bottom of a [Wizard Complex] to support [dreamer]s. This wonder will empower [insight] if the final step is finished! It requires plenty of [insight] and [wisdom] during construction. <>The core collects all ideas and dreams of all [dreamer]s, philosophers and others who use and spread knowledge.","wonder":"insight-ly","icon":[1,17,"magixmod"],"wideIcon":[0,17,"magixmod"],"startWith":0,"cost":{"basic building materials":1000,"precious building materials":500,"wisdom":10},"costPerStep":{"basic building materials":2500,"precious building materials":500,"insight":800,"wisdom":2,"complex construction point":-1},"steps":200,"type":"unit","messageOnStart":"You began the construction of Complex of Dreamers. The complex looks like it's not from this world when night arrives.","finalStepCost":{"wisdom":200,"population":2500,"precious building materials":4500,"gem block":50,"insight":2500},"finalStepDesc":"To complete the wonder and make your whole civilization much smarter, you will need to perform a final step.","use":{"wizard":25,"worker":10,"metal tools":10},"req":{"monument-building":true,"roots of insight":true},"category":"discovery","limitPer":{},"upkeep":{"mana":15},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":147},{"name":"pagoda of democracy","displayName":"Pagoda of Democracy","desc":"@leads to the Democration victory<>The rather charming and nice-looking pagoda looms over a forest of cherry blossoms that represents justice and beliefs in freedom. It is more political thing so that's why you see it in political category. This wonder is like fertilizer for the roots of justice. This wonder is tied to [influence] and [authority] so they will be required during construction.","wonder":"democration","icon":[6,13,"magixmod"],"wideIcon":[5,13,"magixmod"],"startWith":0,"cost":{"basic building materials":1000,"precious building materials":500},"costPerStep":{"basic building materials":2500,"precious building materials":500,"influence":60,"authority":0.25,"pagoda construction point":-1},"steps":200,"type":"unit","messageOnStart":"You began the construction of Pagoda of Democracy. Over the blossoms it looks like the most beautiful place you have ever seen. Some people say that the Pagoda is even taller than the Mausoleum!","finalStepCost":{"authority":25,"population":2000,"precious building materials":4500,"gem block":50},"finalStepDesc":"To complete the wonder and make justice and democration last even longer, you need to do the final step.","use":{"land":10,"worker":10,"metal tools":10},"req":{"monument-building":true,"political roots":true},"category":"political","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":148},{"name":"New world","displayName":"A brand-new world","desc":"Step-by-step digging will lead people to a new and rather strange world. Unfortunately, it won't be as safe as you thought it would be. After finishing this step of activation, you need to ascend by it.","wonder":"in the underworld","icon":[8,5,"magixmod"],"wideIcon":[6,19,"magixmod",7,5,"magixmod"],"startWith":0,"cost":{"basic building materials":1500},"costPerStep":{"dark essence":150,"basic building materials":150,"gem block":1,"population":3,"mana":3000,"new world point":-1},"steps":1111,"type":"unit","messageOnStart":"Your people started digging down right into the core of the mortal world. The deeper they mine, the warmer it is there. What could possibly be inside this weird world?","finalStepCost":{"population":2000,"gem block":500,"gold block":50,"new world point":-389},"finalStepDesc":"To complete the final step of activating the passage to the Underworld, you need to ascend first.","use":{"land":1,"worker":40,"metal tools":40,"armor set":40,"metal weapons":5},"req":{"a feeling from the Underworld":false,"third passage to new world":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":149},{"name":"fortress of magicians","displayName":"Fortress of magicians","desc":"@leads to Magical victory //A wonder that represents the wisdom and power of your [wizard]s and their [magic essences,Magic]. //Built at a tall mountain and filled with magic, it is absolutely full with magical properties!","wonder":"magical","icon":[10,22,"magixmod"],"wideIcon":[9,22,"magixmod"],"startWith":0,"cost":{"basic building materials":1500},"costPerStep":{"mana":25000,"precious building materials":120,"basic building materials":1000,"concrete":5,"strong metal ingot":80},"steps":200,"type":"stepByStep","messageOnStart":"Your people who worship magic and believe in the power of the essences started building a wonder that will be related to that.
    Will magic award your and your people's hard work?","finalStepCost":{"population":5000,"fire essence":50000,"lightning essence":50000,"dark essence":50000,"wind essence":50000,"nature essence":50000,"water essence":50000,"holy essence":50000},"finalStepDesc":"To complete this giant wonder, 50k [fire essence,Fire], [water essence,Water], [nature essence,Nature], [dark essence,Dark], [lightning essence,Lightning], [wind essence,Wind], and [holy essence,Holy] essence must be sacrificed along with some of your [population] in order to make [magic essences,Magic] continue to be cultivated.","use":{"land":15},"req":{"magic adept":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":150},{"name":"artisan of new year","displayName":"Artisan of the New Year","desc":"This guy can craft New Year fireworks as a celebration, and will consume [paper] and [thread] to finish it up.","icon":[19,0,"seasonal"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1},"req":{"culture of celebration":true,"firework crafting":true,"tribalism":false},"category":"seasonal","limitPer":{},"upkeep":{"thread":0.3,"paper":0.3},"effects":[{"type":"gather","what":{"blue firework":0.75},"every":3},{"type":"gather","what":{"orange firework":0.75},"every":3},{"type":"gather","what":{"firecracker":1},"every":3},{"type":"gather","what":{"dark blue firework":0.5},"every":6,"req":{"dark essenced fireworks":true}},{"type":"gather","what":{"dark orange firework":0.5},"every":6,"req":{"dark essenced fireworks":true}},{"type":"mult","value":1.1,"req":{"ground tools":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":151},{"name":"firework launcher","displayName":"Firework launcher","desc":"Here, fireworks are launched right up into the sky. This generates quite a bit of [happiness] for every batch of fireworks launched up into the sky.","icon":[18,0,"seasonal"],"startWith":0,"cost":{"food":10},"type":"unit","use":{"worker":1,"land":1},"req":{"culture of celebration":true,"firework launching":true,"tribalism":false},"category":"seasonal","limitPer":{},"upkeep":{},"effects":[{"type":"convert","from":{"orange firework":1},"into":{"happiness":75},"every":2,"context":"launching"},{"type":"convert","from":{"blue firework":1},"into":{"happiness":75},"every":2,"context":"launching"},{"type":"convert","from":{"dark blue firework":1},"into":{"happiness":75},"every":2,"context":"launching"},{"type":"convert","from":{"dark orange firework":1},"into":{"happiness":75},"every":2,"context":"launching"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":152},{"name":"heavy warehouse","displayName":"Heavy warehouse","desc":"@provides 9,000 [material storage]<>A large and very hard-to-destroy building for storing materials. Staffed with six guards and one leader to prevent theft or evil forces from appear near the warehouse.//storage9000","icon":[30,12,"magixmod"],"startWith":0,"cost":{"basic building materials":1500,"cobalt ingot":1000,"precious building materials":100},"type":"unit","use":{"land of the Underworld":5},"req":{"Storage at the bottom of the world":true},"category":"underworld","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"added material storage":9000}},{"type":"provide","what":{"added material storage":3150},"req":{"well stored":true}},{"type":"provide","what":{"added material storage":4950},"req":{"well stored 2":true}},{"type":"waste","chance":1e-8}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":153},{"name":"temple of the Paradise","displayName":"Temple of the Paradise","desc":"@leads to the Victory next to the God. //A big, precious temple which is the homeland of Seraphins and the God. It is a temple that is supported by a gigantic [cloud] fused together. It glows with [ambrosium shard,Ambrosium]!","wonder":"next to the God","icon":[9,25,"magixmod"],"wideIcon":[8,25,"magixmod"],"startWith":0,"cost":{"basic building materials":100000,"precious building materials":5000,"gold block":100,"platinum block":10,"cloud":40000,"ambrosium shard":10000},"costPerStep":{"basic building materials":1000,"precious building materials":500,"gold block":10,"platinum block":1,"cloud":4444,"faith II":1,"ambrosium shard":1000,"godTemplePoint":-1},"steps":400,"type":"unit","messageOnStart":"The construction of the Temple of The Paradise has begun. You are full of hope that it will someday make God appear next to you and show his true good-natured face.","finalStepCost":{"wisdom":125,"population":25000,"precious building materials":24500,"gem block":500,"insight":1000,"ambrosium shard":10000,"holy essence":225000,"faith II":15,"faith":725,"spirituality":25,"godTemplePoint":-100},"finalStepDesc":"To complete the wonder and be even closer to the God, you must perform this final step, needing 25k [population,people] to be sacrificed...and many other ingredients.","use":{"land of the Paradise":30},"req":{"monument-building III":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":154},{"name":"paradise shelter","displayName":"Paradise shelter","desc":"@provides 4 [housing] @You get +1 [housing] for every 4 [paradise shelter,Shelters] so that people can socialize a little more. Seems like God doesn't mind too much.","icon":[13,27,"magixmod"],"startWith":0,"cost":{"archaic building materials":100,"cut stone":150,"lumber":25,"clay":100,"herb":2500},"type":"unit","use":{"land of the Paradise":1},"req":{"paradise shelters":true},"category":"paradiseunit","limitPer":{"land":11,"population":400},"upkeep":{},"effects":[{"type":"provide","what":{"housing":4.25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":155},{"name":"pagoda of passing time","displayName":"Pagoda of passing time","desc":"@Leads to the completion of the Patience trial. //A monument of time. A wonder for Chra-nos the Seraphin of Time; the Pagoda has a huge clock that is the Seraphin's symbol. <>Patience is key...but waiting right there...is deadly...each year weakens me...and I hope this year is the last one.
    Patience is a poison...
    a...deadly poison!
    ","wonder":"patience","icon":[4,26,"magixmod"],"wideIcon":[3,26,"magixmod"],"startWith":0,"cost":{"basic building materials":225},"costPerStep":{"precious building materials":20,"gems":20,"basic building materials":200},"steps":90,"type":"unit","messageOnStart":"You started to build wonder for Chra-nos.
    This pagoda will have a huge clock which is the symbol of the Seraphin. Stars on night sky as you noticed mostly often make a shape of clock.
    It is taller than anything around and also its shadow brings reflexions about passing time to your people.","finalStepCost":{"population":200,"gem block":10},"finalStepDesc":"To perform the final step, 200 [population,people] and 10 [gem block]s must be sacrificed in order to escape this plane of deadly time and award you with [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t1":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":156},{"name":"the outstander","displayName":"The Outstander","desc":"Strangely, [the outstander] has a lot of knowledge and is very smart. Who knows if he is some sort of erudite? Likely not. People call Outstanders like this one Guru's children.<>Each outstander provides 5 [wisdom II] (1 extra for every 4 [the outstander,Outstanders] obtained) and 1 [education] each.","icon":[12,28,"magixmod"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1},"req":{"outstanding wisdom":true},"category":"discovery","limitPer":{"population":38000},"upkeep":{},"effects":[{"type":"provide","what":{"wisdom II":5.25,"education":1}},{"type":"provide","what":{"inspiration II":2},"req":{"eota":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":157},{"name":"statue of Madness","displayName":"Statue of Madness","desc":"@Leads to the completion of the Unhappy trial. //A monument of anger and wrath. A wonder for Bersaria the Seraphin of Madness. Tall statue with a mad face and some bonfires. <>It is insane...INSANE!!!","wonder":"unhappy","icon":[7,26,"magixmod"],"wideIcon":[6,26,"magixmod"],"startWith":0,"cost":{"basic building materials":250,"gold block":10},"costPerStep":{"gold block":15,"blood":2.4,"basic building materials":100,"gem block":1},"steps":100,"type":"unit","messageOnStart":"You started to build a wonder for Bersaria.
    This statue will have an angry face at the top. The terrain is covered by some sort of fog. But you do it to stop the Madness and come back to your normal plane. Let the statue be built!","finalStepCost":{"population":50.1,"gem block":5,"blood":75},"finalStepDesc":"To perform the final step, 2500.1[population,People], 5 [gem block]s, and 1000[blood] must be sacrificed in order to escape this plane of Wrath and Madness and award you with [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t2":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":158},{"name":"pagoda of culture","displayName":"Pagoda of culture","desc":"@Leads to the completion of the Cultural trial. //A wonder full of cultural sparks for Tu-ria the Seraphin of Inspiration. Place that is beloved by various people of culture. <>Without culture, your tribe would not even exist...would it?","wonder":"cultural","icon":[19,26,"magixmod"],"wideIcon":[18,26,"magixmod"],"startWith":0,"cost":{"basic building materials":250,"gold block":10},"costPerStep":{"gold block":5,"mana":25,"basic building materials":100},"steps":125,"type":"unit","messageOnStart":"You started to build the wonder for Tu-ria.
    People start to bring all the artifacts right to the Pagoda. You are full of hope that it will be enough to make Tu-ria support you even more.","finalStepCost":{"population":175,"gem block":25,"culture":25},"finalStepDesc":"175 [population,people], 25 [mana] and some extra materials will be needed to perform final step and let you ascend for some [victory point]s from this trial.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t3":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":159},{"name":"hartar's statue","displayName":"Hartar's statue","desc":"@Leads to the completion of the Hunted trial. //This statue is fully related to patron of this plane: Hartar.<>Fresh meat might be healthy enough...","wonder":"hunted","icon":[25,26,"magixmod"],"wideIcon":[24,26,"magixmod"],"startWith":0,"cost":{"basic building materials":250,"gold block":10},"costPerStep":{"gold block":15,"mana":25,"basic building materials":100,"cooked meat":25,"meat":25,"cured meat":25},"steps":100,"type":"unit","messageOnStart":"You started to build a statue for Hartar.
    This statue will have Hartar's big statuette at its top. You eat some meat and stare with a hopeful smile, hoping you can complete it.","finalStepCost":{"population":100,"gem block":5,"blood":25},"finalStepDesc":"To perform the final step, 25 [blood], 100 [population,people] must be sacrificed in order to escape this plane of meat fanatics and award you with [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t4":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":160},{"name":"hartar's servant","displayName":"Hartar's servant","desc":"@hunts wild animals for [meat], [bone]s, and [hide]s @cannot be wounded and may replace a [gatherer]","icon":[7,29,"magixmod"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1},"req":{"t4":true},"category":"production","limitPer":{"population":3},"upkeep":{"blood":0.01},"effects":[{"type":"gather","context":"hunt","amount":1,"max":5,"req":{"t4":true}},{"type":"gather","what":{"water":1.5}},{"type":"gather","what":{"stick":0.5}},{"type":"gather","what":{"stone":0.5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":161},{"name":"platinum fish statue","displayName":"Platinum fish statue","desc":"@Leads to the completion of the Unfishy trial. //A statue made from [cut stone] and decorated with [seafood,Fish].<>The more you finish this statue, the worse the drought will get...can you conquer the challenge?","wonder":"unfishy","icon":[22,26,"magixmod"],"wideIcon":[21,26,"magixmod"],"startWith":0,"cost":{"basic building materials":250,"cut stone":100},"costPerStep":{"platinum block":3,"seafood":250,"gems":6,"water":20,"cut stone":50,"marble":10},"steps":200,"type":"unit","messageOnStart":"You started to build the pyramid for the Fishyar statue.
    This statue will have fish and various decorations at the top. However, the more steps you build, the worse the drought will get!","finalStepCost":{"population":400,"gem block":5,"platinum block":50,"cooked seafood":5000,"cured seafood":5000},"finalStepDesc":"To perform the final step, 400 [population,people] and a few other materials, must be sacrificed in order to leave the plane of seafood haters and award you with [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t5":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":162},{"name":"tomb of oceans","displayName":"Tomb of oceans","desc":"@Leads to the completion of the Ocean trial. //A ruined tomb with the statue of Posi'zul is surrounded by [deep ocean] and filled with [golden fish] (these can be made from [block-smith workshop]s after getting [smelting]).<>The oceans have no equal. No law rules them. No human law can affect the Ocean!","wonder":"ocean","icon":[2,25,"magixmod"],"wideIcon":[1,25,"magixmod"],"startWith":0,"cost":{"gold block":100,"precious metal ingot":5,"golden fish":100},"costPerStep":{"gold block":1,"gem block":10,"precious metal ingot":25,"strong metal ingot":10,"basic building materials":75,"golden fish":25},"steps":50,"type":"unit","messageOnStart":"You and your people started to build the Tomb of oceans.
    In the middle of the Deep Ocean, as some people say, the wonder for Posi'zul will eternally stand.","finalStepCost":{"population":250,"golden fish":1000,"water":10000},"finalStepDesc":"To perform the final step, 250 [population,people] (and a few other things) must be sacrificed in order to leave this world of endless [deep ocean,Water] and award you [victory point]s.","use":{"deep ocean":15,"worker":5,"metal tools":5},"req":{"t6":true,"trial":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":163},{"name":"the Herboleum","displayName":"The Herboleum","desc":"@Leads to the completion of the Herbalism trial. //A sizable monument surrounded by various herbs and berries. The Herboleum can attract Herbalia and let you finish this trial.<>Herbs might taste bad, but are edible, at least. This wonder is, well...for the most acknowledged Herbalist in the Universe:
    Herbalia
    ","wonder":"herbalism","icon":[13,26,"magixmod"],"wideIcon":[12,26,"magixmod"],"startWith":0,"cost":{"basic building materials":250,"herb":600,"fruit":500,"vegetable":400},"costPerStep":{"precious metal ingot":20,"precious building materials":50,"herb essence":10},"steps":100,"type":"unit","messageOnStart":"You and your people started to build The Herboleum.
    Around the dense forest of herbs, bushes, and occasionally small ponds, the mostly natural wonder turns out to be slightly taller than the other human-made buildings nearby.","finalStepCost":{"population":999,"gem block":5,"herb":10000,"fruit":200,"vegetable":200},"finalStepDesc":"To perform the final step, 999 [population,people] and some goods must be sacrificed to finish this \\"healthy\\" trial and award [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t7":true,"trial":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":164},{"name":"temple of the Dead","displayName":"Temple of the Dead","desc":"@Leads to the completion of the Buried trial. //A very dark temple built in dead and hostile terrain. Many [grave]s are nearby, which attracts Buri'o dak.<>Why is everyone afraid of death? Just face it.","wonder":"buried","icon":[1,26,"magixmod"],"wideIcon":[0,26,"magixmod"],"startWith":0,"cost":{"basic building materials":250,"bone":200,"corpse":20},"costPerStep":{"basic building materials":25,"corpse":2,"precious building materials":1.5,"bone":3,"dark essence":2},"steps":999,"type":"unit","messageOnStart":"Your people have started building the Temple of the Dead. You do not know why, but it goes slightly slower than normal. But its shadow manages to spread fear all around!","finalStepCost":{"corpse":50,"dark essence":500},"finalStepDesc":"To perform the final step, some [corpse,Dead bodies] and [dark essence] must be sacrificed to escape this terrible place once and for all and award 10 [victory point]s.","use":{"burial spot":50,"land":10,"worker":5,"metal tools":5},"req":{"t8":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":165},{"name":"faithsoleum","displayName":"Faithsoleum","desc":"@Leads to the completion of the Faithful trial. //The Faithsoleum is full of light and sparks of religion as far as the human eye can see. Its eye is the symbol of An Enlightened Seraphin of Faith!<>Worship to victory...","wonder":"faithful","icon":[1,27,"magixmod"],"wideIcon":[0,27,"magixmod"],"startWith":0,"cost":{"basic building materials":1000,"gold block":10,"corpse":20},"costPerStep":{"basic building materials":400,"precious metal ingot":5,"gems":2,"precious building materials":150,"faith":5},"steps":50,"type":"unit","messageOnStart":"Your people have started building the Faithsoleum. People would rather build this wonder with fewer steps, as they have become inspired by their one God. Your people say: Worship leads to victory! Religion is a key.","finalStepCost":{"population":250,"spirituality":35,"faith":35},"finalStepDesc":"To perform the final step, 250 [population,people] must be sacrificed to escape this pious plane and award [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"monument-building":true,"t11":true,"trial":true,"language":true,"wizard towers":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":166},{"name":"temple of the Stone","displayName":"Temple of the Stone","desc":"@Leads to the completion of the Underground trial. //A weird temple built out of rocks that can be found on surface.<>How you feel without mining? How is it?","wonder":"Underground","icon":[16,26,"magixmod"],"wideIcon":[15,26,"magixmod"],"startWith":0,"cost":{"basic building materials":1000,"soft metal ingot":200},"costPerStep":{"basic building materials":400,"soft metal ingot":100,"stone":1000},"steps":100,"type":"unit","messageOnStart":"Your people have started building the Temple of the Stone. (No words for that.)","finalStepCost":{"population":250},"finalStepDesc":"To perform the final step, 250 [population,people] must be sacrificed to finish this trial and award [victory point]s.","use":{"land":10,"worker":5,"metal tools":5},"req":{"language":true,"tribalism":false},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":167},{"name":"Mausoleum of richness","displayName":"Mausoleum of richness","desc":"@Leads to the completion of the Pocket trial. //It is a gleaming monument of richness. The prestige of it spreads all around.<>Richness can do a lot...good and bad.","wonder":"Pocket","icon":[10,26,"magixmod"],"wideIcon":[9,26,"magixmod"],"startWith":0,"cost":{"basic building materials":1000,"precious metal ingot":20},"costPerStep":{"basic building materials":400,"precious metal ingot":5},"steps":115,"type":"unit","messageOnStart":"Your people have started building the Mausoleum of Richness. You better buy some valuables or something to make this wonder as prestigious as possible.","finalStepCost":{"population":100,"precious metal ingot":5},"finalStepDesc":"To perform the final step, 100 [population,people] and a few ingots must be sacrificed to finish this trial and award [victory point]s!","use":{"land":15,"worker":5,"metal tools":5},"req":{"monument-building":true,"t10":true,"trial":true,"language":true},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":168},{"name":"Mausoleum of the Dreamer","displayName":"Mausoleum of the Dreamer","desc":"@Leads to the completion of the Dreamy trial. //A monument where the acknowledged dead lie. It is a towering monument built from ideas and discoveries.<>Wisdom is key...and it can open a lot of doors.","wonder":"Dreamy","icon":[28,26,"magixmod"],"wideIcon":[27,26,"magixmod"],"startWith":0,"cost":{"basic building materials":1000,"precious building materials":400,"magic essences":300,"mana":400},"costPerStep":{"basic building materials":400,"precious metal ingot":50,"insight":100,"culture":5,"gems":5},"steps":150,"type":"unit","messageOnStart":"Your people have started building the Mausoleum of the Dreamer. This monument is the tallest building that exists at the lands of your island, and is how wisdom leads to success.","finalStepCost":{"population":1000,"insight":100,"wisdom":100},"finalStepDesc":"To perform the final step, 1,000 [population,people] must be sacrificed to leave the plane of Wisdom and award [victory point]s.","use":{"land of the Plain Island":15,"worker":5,"metal tools":5},"req":{"language":true,"tribalism":false},"category":"wonder","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":169},{"name":"university of science","displayName":"University of science","desc":"@This wonder is different than other wonders. You cannot ascend via the [university of science,University], but you can unlock bonuses and new upgrades for your great civilization. <>Settled at the lands of Plain Island, the university is where all dreamers, philosophers, gurus, outstanders meet to discover and research new never-seen gizmos. Who knows what will they discover? Maybe they will build the first computer or...time machine...Nobody knows.","wonder":".","icon":[13,29,"magixmod"],"wideIcon":[12,29,"magixmod"],"startWith":0,"cost":{"basic building materials":1000,"precious building materials":400,"magic essences":300,"mana":400,"science":20},"costPerStep":{"basic building materials":400,"precious metal ingot":50,"insight II":160,"science":5,"gems":100,"mana":10000,"university point":-1},"steps":200,"type":"tiered","messageOnStart":"The construction of a science-focused university has been started. It is the complex of education where each knowledge can be deepened. You are proud of that.","finalStepCost":{"population":1000,"insight II":100,"wisdom":250,"science":50,"wisdom II":-25,"education":-25,"university point":-100},"finalStepDesc":"To finish this stage of the [university of science,University], you need to sacrifice some resources. To unlock the next stage, remember that you will need to gain more [victory point]s! After each stage that you finish, you will unlock new researches.","use":{"land of the Plain Island":15,"worker":5,"metal tools":5},"req":{"wonder 'o science":true},"category":"civil","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":170},{"name":"money stockpile","displayName":"Money stockpile","desc":"This unit stores valuable money, slowing its decay. The amount of money that the [money stockpile] can store is not affected by you Pocket completions, and you do not need [stockpiling] to unlock this unit!","icon":[25,29,"magixmod"],"startWith":0,"cost":{"archaic building materials":50},"type":"unit","use":{"land":1},"req":{"t10":true,"trial":true},"category":"trial","limitPer":{"land":10000000},"upkeep":{},"effects":[{"type":"provide","what":{"money storage":10000}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":171},{"name":"bank","displayName":"Bank","desc":"This can store [golden coin,Money], preventing its decay as time goes on. The more times you complete Pocket, the less a [bank] can store [silver coin,Money] for you.","icon":[22,29,"magixmod"],"startWith":0,"cost":{"basic building materials":100},"type":"unit","use":{"land":1,"worker":1},"req":{"t10":true,"trial":true},"category":"trial","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"money storage":6000}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":172},{"name":"hovel with garden","displayName":"Hovel with garden","desc":"@provides 8 [housing] and can gather [ambrosium shard]s for you. Can provide you an occasional tasty [fruit] or [vegetable].","icon":[9,6,"magixmod"],"startWith":0,"cost":{"basic building materials":90},"type":"unit","use":{"land of the Paradise":1},"req":{"paradise housing":true},"category":"paradiseunit","limitPer":{"land":21,"population":125},"upkeep":{},"effects":[{"type":"provide","what":{"housing":8}},{"type":"gather","what":{"ambrosium shard":0.04}},{"type":"gather","what":{"fruit":0.025},"chance":0.02},{"type":"gather","what":{"vegetable":0.04},"chance":0.02},{"type":"mult","value":1.1,"req":{"fertile bushes":true}},{"type":"mult","value":1.1,"req":{"backshift at farms":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":173},{"name":"fort","displayName":"Fort","desc":"@provides 30 [housing]. Uses some guards guards to protect citizens from cruel and possesed dark powers.","icon":[8,6,"magixmod"],"startWith":0,"cost":{"basic building materials":800,"strong metal ingot":400,"cobalt ingot":100},"type":"unit","use":{"land of the Underworld":1,"wand":12,"armor set":6,"metal weapons":6,"worker":6},"req":{"underworld building 2/2":true},"category":"underworld","limitPer":{"population":125,"land of the Underworld":8},"upkeep":{},"effects":[{"type":"provide","what":{"housing":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":174},{"name":"shop","displayName":"Shop","desc":"You can use the [shop] to order resources that you could previously only craft. Remember: they can still decay, so keep that in mind and use 'em quickly so they won't waste. The amount of times you completed Pocket does not affect decay speed.","icon":[24,29,"magixmod"],"startWith":0,"cost":{"archaic building materials":500},"type":"unit","use":{"land":1,"worker":1},"req":{"t10":true,"trial":true},"category":"trial","modes":{"cut stone pack":{"name":"Cut stone pack","icon":[30,19,"magixmod",2,12,"magixmod"],"desc":"Buy bulk of 250 [cut stone] and 250 [various cut stones] for 20 [golden coin]s and 45 [silver coin]s.","id":"cut stone pack","num":0,"use":{}},"precious ingot":{"name":"Precious ingot","icon":[30,19,"magixmod",11,9],"desc":"Buy 15 [precious metal ingot]s for 150 [golden coin]s.","id":"precious ingot","num":1,"use":{}},"woodpack":{"name":"Woodpack","icon":[30,19,"magixmod",1,6],"desc":"Buy 400 [log]s and 150 [lumber] for 31 [golden coin]s and 45 [silver coin]s.","id":"woodpack","num":2,"use":{}},"brickpack":{"name":"Pack of bricks","icon":[30,19,"magixmod",3,8],"desc":"Buy 350 [brick]s for: 32 [golden coin]s, 45 [wooden coin]s, and 45 [silver coin]s.","id":"brickpack","num":3,"use":{}},"toolpack":{"name":"Pack of tools","icon":[30,19,"magixmod",1,9],"desc":"Buy 40x [knapped tools], 15 [stone tools] and 5 sets of [metal tools] for: 10 [golden coin]s and 40 [silver coin]s.","id":"toolpack","num":4,"use":{}},"weaponpack":{"name":"Pack of weaponry","icon":[30,19,"magixmod",5,9],"desc":"Buy 32 [stone weapons], 8 [metal weapons], and 6 [armor set]s for: 17 [golden coin]s.","id":"weaponpack","num":5,"use":{}},"gempack":{"name":"Pack of gems","icon":[30,19,"magixmod",17,8,7,9],"desc":"Buy 5 [gem block]s and 50 [gems] for: 75 [golden coin]s.","id":"gempack","num":6,"use":{}}},"gizmos":true,"limitPer":{},"upkeep":{},"effects":[{"type":"convert","from":{"golden coin":20,"silver coin":45},"into":{"cut stone":150},"every":7,"mode":"cut stone pack"},{"type":"convert","from":{"golden coin":150},"into":{"precious metal ingot":15},"every":7,"mode":"precious ingot"},{"type":"convert","from":{"golden coin":31,"silver coin":45},"into":{"lumber":150,"log":400},"every":7,"mode":"woodpack"},{"type":"convert","from":{"golden coin":32,"silver coin":45,"wooden coin":45},"into":{"brick":350},"every":7,"mode":"brickpack"},{"type":"convert","from":{"golden coin":10,"silver coin":40},"into":{"knapped tools":40,"stone tools":15,"metal tools":5},"every":7,"mode":"toolpack"},{"type":"convert","from":{"golden coin":17},"into":{"stone weapons":150,"metal weapons":8,"armor set":6},"every":7,"mode":"weaponpack"},{"type":"convert","from":{"golden coin":75},"into":{"gems":50,"gem block":5},"every":7,"mode":"gempack"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":175},{"name":"cantor","displayName":"Cantor","desc":"Exchanges coins of a lower tier into 1 coin of a higher tier. That means that 100 of x currency will be exchanged into 1 y currency.","icon":[23,29,"magixmod"],"startWith":0,"cost":{"archaic building materials":200,"wooden coin":90},"type":"unit","use":{"land":1,"worker":1},"req":{"t10":true,"trial":true},"category":"trial","modes":{"wts":{"name":"Wooden to Silver","icon":[26,29,"magixmod"],"desc":"Cantor will convert [wooden coin]s into 1 [silver coin].
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    50*(Pocket trial completions*3+1)","id":"wts","num":0,"use":{}},"stg":{"name":"Silver to Golden","icon":[27,29,"magixmod"],"desc":"Cantor will convert [silver coin]s into 1 [golden coin].
    The amount of coins of the [silver coin]s needed is equal to
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You will need it.","use":{"land":25,"worker":10},"req":{"mirror world 1/2":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":177},{"name":"druid","displayName":"Druid","desc":"@generates [faith] and [happiness] every now and then<>[druid]s merge with nature and its spirits to bring down faith and hope to any people around 'em.","icon":[26,30,"magixmod"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1},"req":{"ritualism":true,"druidism":true},"category":"spiritual","limitPer":{"population":10},"upkeep":{"food":0.3},"effects":[{"type":"gather","what":{"faith":0.05,"happiness":0.2}},{"type":"gather","what":{"health":0.075},"req":{"mentors of nature":true,"mentors of nature II":false}},{"type":"gather","what":{"health":0.1125},"req":{"mentors of nature II":true}},{"type":"gather","what":{"faith":0.005},"req":{"druidsymbolism2":true}},{"type":"gather","what":{"happiness":0.05},"req":{"druidsymbolism1":true}},{"type":"gather","what":{"faith":0.02},"req":{"symbolism II":true}},{"type":"mult","value":0.6666666666666666,"req":{"dt16":true}},{"type":"mult","value":1.25,"req":{"se11":"on"}},{"type":"mult","value":1.01,"req":{"enlightenment":true}},{"type":"mult","value":1.05,"req":{"missionary":true}},{"type":"mult","value":0.95,"req":{"se03":"on"}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":178},{"name":"corpse slayer","displayName":"Corpse slayer","desc":"Hunts for [wild corpse]s and takes 'em down. Has a chance to become wounded upon finding one! //Once slain, a [wild corpse] cannot revive again.","icon":[24,30,"magixmod"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1,"metal weapons":1,"armor set":1},"req":{"battling thieves":true,"coordination":true,"revenants":true},"category":"guard","limitPer":{},"upkeep":{},"effects":[{"type":"convert","from":{"wild corpse":1},"into":{"slain corpse":1},"every":4,"chance":0.2},{"type":"function","chance":0.02,"req":{"coordination":true}},{"type":"function","chance":0.04,"req":{"coordination":false}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":179},{"name":"block-smith workshop","displayName":"Block-smith workshop","desc":"@forges blocks out of ingots<>The [block-smith workshop,Block-smith] forges [various metal block]s out of metals.","icon":[19,30,"magixmod"],"startWith":0,"cost":{"basic building materials":100},"type":"unit","use":{"land of the Plain 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However, there is a chance that the extraction will destroy the snowman.//It is powered by strange energies, [snow], and by [lightning essence]. //[f.r.o.s.t.y]'s upkeep is only active during [the christmas].","icon":[15,12,"seasonal"],"startWith":0,"cost":{"strong metal ingot":100,"hard metal ingot":15,"precious metal ingot":2,"basic building materials":10,"magic essences":5000,"platinum ore":10},"type":"unit","use":{},"req":{"festive robot print":true,"tribalism":false},"category":"seasonal","limitPer":{"land":200000},"upkeep":{"snow":6,"magic essences":10,"lightning essence":5},"effects":[{"type":"function","every":7}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":183},{"name":"wonderful fortress of christmas","displayName":"Wonderful fortress of christmas","desc":"Constucted in snowy biomes, the colossal and giant [wonderful fortress of christmas,Wonderful fortress of Christmas] is taller and bigger than anything else nearby, showing its shadow to festive villages and cities all around. //Full of lights and ornaments so that its mightiness is also the art of beauty. //This giant wonder takes a lot of steps to be built. //Merry Christmas!","wonder":".","icon":[0,12,"seasonal"],"threexthreeIcon":[0,12,"seasonal"],"startWith":0,"cost":{"basic building materials":3000,"christmas essence":10000},"costPerStep":{"christmas essence":4200,"dyes":1500,"mana":1400,"basic building materials":850,"precious building materials":150,"concrete":25,"gems":10,"christmas ornament":150,"festive light":80,"snow":100},"steps":1200,"type":"stepByStep","finalStepCost":{"christmas essence":40000,"mana":100000,"ice":75000},"use":{"worker":15,"metal tools":400,"metal weapons":200,"armor set":200},"req":{"monument-building II":true,"f.r.o.s.t.y overclock II":true,"tribalism":false},"category":"seasonal","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":184},{"name":"christmas essence storage","displayName":"Christmas essence storage","desc":"This essence storage allows you to store 6,000 [christmas essence]. //It is a simple sphere of [glass] with a small essence faucet.","icon":[4,11,"seasonal"],"startWith":0,"cost":{"basic building materials":200,"glass":400},"type":"unit","use":{"land":0.8},"req":{"stockpiling":true,"building":true,"essence storages":true,"the christmas":true,"tribalism":false},"category":"seasonal","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"christmas essence limit":6000}},{"type":"waste","chance":0.0001,"req":{"construction III":false}},{"type":"waste","chance":0.00002,"req":{"construction III":true,"improved construction":false}},{"type":"waste","chance":0.000014000000000000001,"req":{"improved construction":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":185},{"name":"globetrotter","displayName":"Globetrotter","desc":"@[globetrotter]s are able to discover new [land] and explore places already discovered, but slower than than a [scout]@can explore occupied tiles, but does it slower than a [wanderer]@may sometimes get lost<>[globetrotter]s explore the world in search of new territories and deepen their knowledge about territories already known.","icon":[35,2,"magixmod"],"startWith":0,"cost":{"food":100},"type":"unit","use":{"worker":1},"req":{"globetrottering":true},"category":"exploration","limitPer":{},"upkeep":{"food":0.4},"effects":[{"type":"explore","explored":0.005,"unexplored":0.0055},{"type":"mult","value":2.5,"req":{"t10":true}},{"type":"mult","value":1.04,"req":{"discovery rituals":"on"}},{"type":"function","chance":0.004}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":186},{"name":"artisan of christmas","displayName":"Artisan of christmas","desc":"@has the ability to turn [archaic building materials,Various things] into festive ornaments, lights, and things related to [the christmas]. Once they decay, they turn into [christmas essence]. 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At least, that is supposed to happen. Currently completely useless due to protesting.//totally not because dev is to lazy to implement","icon":[14,11,"seasonal"],"startWith":0,"cost":{"archaic building materials":50,"basic building materials":30},"type":"unit","use":{"land":1,"worker":3},"req":{"the christmas":true,"tribalism":false},"category":"seasonal","modes":{"off":{"name":"Off","desc":"The unit will not produce anything.","icon":[1,0],"id":"off","num":0,"use":{}}},"gizmos":true,"limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":188},{"name":"fortress of love","displayName":"Fortress of love","desc":"Constucted in Paradise as a gigantic [fortress of love]. Settled into special region separated as much as possible from other isles gives even more uniqueness. Vibrant. //Only allowed there are: love, respect, good mood, empathy. //That is why not everyone is supposed to arrive there. 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Depending on what your [archaeologist]s found, you may even gain [culture], [faith], or [influence]! If a super rare [relic] is found, it will give more essentials.// When no more [relic]s are left, this unit will look for stuff left by previous generations (but this will provide much less [insight,Essentials]).","icon":[22,33,"magixmod"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1,"metal tools":2},"req":{"archaeology":true},"category":"discovery","limitPer":{"population":200},"upkeep":{"food":1,"water":1},"effects":[{"type":"gather","what":{"faith":0.75},"chance":0.008928571428571428},{"type":"gather","what":{"insight":0.75},"chance":0.01},{"type":"gather","what":{"culture":0.75},"chance":0.013333333333333334},{"type":"gather","what":{"influence":0.75},"chance":0.008928571428571428},{"type":"function","chance":0.0008333333333333334},{"type":"mult","value":0.2,"req":{"out of relics":true}},{"type":"mult","value":1.2,"req":{"better seeking":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":194},{"name":"stockpile on water","displayName":"Stockpile on water","desc":"@provides 400 [material storage] and 400 [food storage]<>A simple building set up on wooden platform supported by thin wooden pillars. A place where resources are stored.//Slows material decay and deters theft somewhat, but may itself decay over time.","icon":[2,0,"magixmod"],"startWith":0,"cost":{"basic building materials":176,"log":24,"lumber":100},"type":"unit","use":{"wtr":2},"req":{"stockpiling":true,"water construction":true},"category":"storage","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"added material storage":400,"added food storage":400}},{"type":"provide","what":{"added material storage":100,"added food storage":100},"req":{"spell of capacity":true}},{"type":"provide","what":{"added material storage":175,"added food storage":175},"req":{"well stored":true}},{"type":"provide","what":{"added material storage":225,"added food storage":225},"req":{"well stored 2":true}},{"type":"waste","chance":0.0001,"req":{"construction III":false}},{"type":"waste","chance":0.00002,"req":{"construction III":true,"improved construction":false}},{"type":"waste","chance":0.000014,"req":{"improved construction":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":195},{"name":"ancestors portal","displayName":"Ancestors world portal","desc":"Opens a portal to a huge ancestors world. It was an arduous project shaped by your people's belief in ancestors.//A dream of Ancestors, discovery, and much more will come real! You will also get +21.5k [land of the Past] that you can use upon finishing this portal.","wonder":".","icon":[30,33,"magixmod"],"wideIcon":[26,33,"magixmod"],"startWith":0,"cost":{"precious building materials":3500,"insight":50,"influence":150,"faith":50,"fire essence":350,"water essence":375,"dark essence":275,"wind essence":1750,"lightning essence":277,"nature essence":9575,"precious metal ingot":1000,"deitytemplePoint":400},"costPerStep":{"marble":1700,"gem block":15,"gems":8,"various cut stones":2500},"steps":100,"type":"portal","finalStepCost":{"population":1000,"magic essences":100000,"influence":175,"ancestors tablet":-1,"land of the Past":-21500},"use":{"land":10},"req":{"2nd portal past":true,"belief in portals":true},"category":"dimensions","limitPer":{},"upkeep":{},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":196},{"name":"wheat farmland","displayName":"Wheat farmland","desc":"@Specifically harvests [wheat]. This strangely charming farm not only produces [wheat] but also provides: 50 [housing] and 1,000 [food storage]. //[grain fertilizer] increases the efficiency.","icon":[4,9,"magixmod"],"startWith":0,"cost":{"seeds":2000,"basic building materials":800},"type":"unit","use":{"worker":16,"land of the Past":50,"stone tools":12,"industry point":8},"req":{"glorious agriculture":true},"category":"ancestorsunit","limitPer":{"land":1000},"upkeep":{"water":14},"effects":[{"type":"gather","context":"gather","what":{"wheat":20}},{"type":"provide","what":{"housing":50,"food storage":1000}},{"type":"mult","value":1.17,"req":{"crafting & farm rituals":"on"}},{"type":"mult","value":1.1,"req":{"gt2":true}},{"type":"mult","value":1.25,"req":{"grain fertilizer":true,"wizard's grain fertilizer":false}},{"type":"mult","value":1.55,"req":{"wizard's grain fertilizer":true,"grain fertilizer":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":197},{"name":"vegetable farmland","displayName":"Vegetable farmland","desc":"@Specifically harvests [vegetable]s. This rather charming farm not only produces [vegetable]s, but also provides 50 [housing] and 1,000 [food storage].","icon":[5,9,"magixmod"],"startWith":0,"cost":{"seeds":2000,"basic building materials":800},"type":"unit","use":{"worker":16,"land of the Past":50,"stone tools":12,"industry point":8},"req":{"glorious agriculture":true},"category":"ancestorsunit","limitPer":{"land":1000},"upkeep":{"water":14},"effects":[{"type":"gather","context":"gather","what":{"fruit":20}},{"type":"provide","what":{"housing":50,"food storage":1000}},{"type":"mult","value":2,"req":{"backshift at farms":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":198},{"name":"fruit farmland","displayName":"Fruit farmland","desc":"@Specifically harvests [fruit]s. This farm settled in the ancestors world not only produces [fruit], but also provides 50 [housing] and 1,000 [food storage]. //[next-to house fruitbushes] increase its efficiency.","icon":[6,9,"magixmod"],"startWith":0,"cost":{"seeds":2000,"basic building materials":800},"type":"unit","use":{"worker":16,"land of the Past":50,"stone tools":12,"industry point":8},"req":{"glorious agriculture":true,"next-to house fruitbushes":true},"category":"ancestorsunit","limitPer":{"land":1000},"upkeep":{"water":20},"effects":[{"type":"gather","context":"gather","what":{"fruit":20}},{"type":"provide","what":{"housing":50,"food storage":1000}},{"type":"mult","value":2,"req":{"backshift at farms":true}},{"type":"mult","value":1.2,"req":{"next-to house fruitbushes":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":199},{"name":"mason","displayName":"Mason","desc":"@Crafts [brick]s using [clay] and [fire pit,Fuel] // This [mason] uses an old recipe to craft very durable [brick]s which you can use to build whatever you need to build.","icon":[3,1,"magixmod",8,9,"magixmod"],"startWith":0,"cost":{"basic building materials":100},"type":"unit","use":{"worker":1,"land of the Past":1,"metal tools":1,"industry point":1},"req":{"ancestors world crafting":true},"category":"ancestorsunit","limitPer":{},"upkeep":{"fire pit":1},"effects":[{"type":"convert","from":{"clay":6},"into":{"brick":20},"every":6}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":200},{"name":"transcendentalist","displayName":"Transcendentalist","desc":"@[transcendentalist]s will be able to transmute [insight,Essentials], forming them into [science] @[science] will be used by much more complicated researches and technologies<>The methodology used is pretty arcane, but luckily it still works!","icon":[18,34,"magixmod"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1},"req":{"at3":true},"category":"discovery","limitPer":{"population":100000},"upkeep":{},"effects":[{"type":"convert","from":{"insight":1000},"into":{"science":1},"every":10,"chance":0.02,"req":{"essential transmutation II":false}},{"type":"convert","from":{"insight II":30},"into":{"science":1},"every":10,"chance":0.1,"req":{"essential transmutation II":true}},{"type":"mult","value":1.1,"req":{"bonus1":true}},{"type":"mult","value":1.11,"req":{"bonus2":true}},{"type":"mult","value":1.15,"req":{"bonus3":true}},{"type":"mult","value":1.2,"req":{"bonus4":true}},{"type":"mult","value":1.5,"req":{"bonus5":true}},{"type":"mult","value":2,"req":{"bonus6":true}},{"type":"mult","value":1.5,"req":{"science blessing":true}},{"type":"mult","value":1.5,"req":{"se12":"on"}},{"type":"mult","value":0.75,"req":{"se11":"on"}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":201},{"name":"prison","displayName":"Prison","desc":"@can be used to hold [prisoner]s who committed various crimes. @Some [prisoner]s can die in prison (such as due to old age or sickness). In addition, there is a chance that some will flee. @Further researching will unlock new [prison] options! @Use Policies tab to decide what [prison]s can do with their [prisoner]s. @One [prison] may store up to 500 [prisoner]s. @Having [prison]s will reduce the amount of [thief,Thieves] or other criminals in your civilization.","icon":[19,12,"magixmod"],"startWith":0,"cost":{"basic building materials":1200,"armor set":10,"metal weapons":10},"type":"unit","use":{"worker":80,"land":9,"armor set":60,"metal weapons":60},"req":{"imprisonment II":true,"construction II":true},"category":"civil","limitPer":{"population":1000},"upkeep":{"water":10,"food":8},"effects":[{"type":"provide","what":{"prison space":500}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":202},{"name":"heat factory","displayName":"Heat factory","desc":"@This factory can process many resources, turning them into [heating capability,Heating power]. @production has a chance to fail","icon":[34,16,"magixmod"],"startWith":0,"cost":{"basic building materials":775,"basic factory equipment":400},"type":"unit","use":{"worker":20,"land":1,"stone tools":32},"req":{"moderation":true,"factories II":true},"category":"crafting","modes":{"log":{"name":"Process logs","icon":[1,6],"desc":"Process 30 [log]s and 1 [lightning essence], turning them into 15 [fire pit]s each.","id":"log","num":0,"use":{}},"stick":{"name":"Process sticks","icon":[0,6],"desc":"Process 400 [stick]s and 1 [lightning essence], turning them into 15 [fire pit]s each.","id":"stick","num":1,"use":{}},"essence":{"name":"Process essences","icon":[0,2,"magixmod"],"desc":"Process 25 [fire essence] and 5 [lightning essence], turning them into 20 [fire pit]s each.","id":"essence","num":2,"use":{}},"coal":{"name":"Process coal","icon":[12,8],"desc":"Process 20 [coal] and 2 [lightning essence], turning them into 20 [fire pit]s each.","id":"coal","num":3,"use":{}},"oil":{"name":"Process various fuels","icon":[51,0,"magix2"],"desc":"Process 20 [coal], 10 [charcoal], and 10 [oil], turning them into 30 [fire pit]s each. Has a chance to convert [charcoal] into [lightning essence]!","req":{"oil-digging II":true},"id":"oil","num":4,"use":{}}},"gizmos":true,"limitPer":{},"upkeep":{"coal":3,"fire pit":1,"food":25,"water":35},"effects":[{"type":"convert","from":{"log":30,"lightning essence":1},"into":{"fire pit":15},"every":8,"chance":0.7,"mode":"log","req":{"hotter factories":false}},{"type":"convert","from":{"stick":400,"lightning essence":1},"into":{"fire pit":15},"every":8,"chance":0.7,"mode":"stick","req":{"hotter factories":false}},{"type":"convert","from":{"fire essence":25,"lightning essence":5},"into":{"fire pit":20},"every":8,"chance":0.7,"mode":"essence","req":{"hotter factories":false}},{"type":"convert","from":{"coal":20,"lightning essence":1},"into":{"fire pit":8},"every":8,"chance":0.7,"mode":"coal","req":{"hotter factories":false}},{"type":"convert","from":{"log":30,"lightning essence":1},"into":{"fire pit":15},"every":6,"chance":0.95,"mode":"log","req":{"hotter factories":true}},{"type":"convert","from":{"stick":400,"lightning essence":1},"into":{"fire pit":15},"every":6,"chance":0.95,"mode":"stick","req":{"hotter factories":true}},{"type":"convert","from":{"fire essence":25,"lightning essence":5},"into":{"fire pit":20},"every":6,"chance":0.95,"mode":"essence","req":{"hotter factories":true}},{"type":"convert","from":{"coal":20,"lightning essence":2},"into":{"fire pit":8},"every":6,"chance":0.95,"mode":"coal","req":{"hotter factories":true}},{"type":"convert","from":{"coal":20,"charcoal":10,"oil":10},"into":{"fire pit":20},"every":6,"chance":0.95,"mode":"oil"},{"type":"convert","from":{"charcoal":10},"into":{"lightning essence":5},"every":6,"chance":0.15,"mode":"oil"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":203},{"name":"art school","displayName":"Art school","desc":"Here, some [child,Children] will learn about art. Some of these students will become [artist]s when they grow up! Very rarely, a [virtuoso of art] learns enough about their subject to be a true master of painting.","icon":[42,0,"magix2"],"startWith":0,"cost":{"advanced building materials":1000,"gem block":25,"gold block":5},"type":"unit","use":{"worker":40,"land":25,"stone tools":32},"req":{"passionate artistry":true},"category":"cultural","limitPer":{},"upkeep":{"food":100},"effects":[{"type":"convert","from":{"child":1},"into":{"artist":1},"every":300},{"type":"convert","from":{"child":1},"into":{"virtuoso of art":1},"every":400,"chance":0.0016666666666666668,"req":{"better art schools":false}},{"type":"convert","from":{"child":1},"into":{"virtuoso of art":1},"every":400,"chance":0.0033333333333333335,"req":{"better art schools":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":204},{"name":"golden mana maker","displayName":"Golden mana maker","desc":"A man who can make [mana] six times faster than normal [mana maker]s by using [gold block]s, [insight], and [water]. Requires [alchemy zone]s instead of normal [land].","icon":[59,0,"magix2"],"startWith":0,"cost":{"insight":100,"gold block":50},"type":"unit","use":{"alchemy zone":5,"worker":1},"req":{"more mana making":true},"category":"alchemy","limitPer":{"population":1000},"upkeep":{"food":10,"water":10,"insight":5,"gold block":2},"effects":[{"type":"gather","what":{"mana":120}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":205}],"policies":[{"name":"disable aging","displayName":"Disable aging","desc":"Aging, disease, births, and deaths are disabled.","icon":[3,12,8,3],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"disable eating","displayName":"Disable eating","desc":"Eating and drinking are disabled.","icon":[3,12,3,6],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"disable spoiling","displayName":"Disable spoiling","desc":"All resource spoilage is disabled.","icon":[3,12,3,7],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"child workforce","displayName":"Child workforce","desc":"[child,Children] now count as [worker]s; working children are more prone to accidents and malnutrition. They will also require 10% more food with this enabled. //Can't you just make them work willingly? Do you really have to force them to?","icon":[7,12,3,3],"req":{"tribalism":true},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"elder workforce","displayName":"Elder workforce","desc":"[elder]s now count as [worker]s; working elders are more prone to accidents and malnutrition and early death. //In addition, [sick] and [wounded] people are more likely to age after recovering, and other [worker]s are at a higher risk of being [wounded] due to additional risks.","icon":[7,12,5,3],"req":{"tribalism":true},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"food rations","displayName":"Food rations","desc":"Specifies how much [food] your people are given each day.//Bigger rations will make your people happier, while smaller ones may lead to sickness and starvation.","icon":[5,12,3,6],"startMode":"sufficient","req":{"rules of food":true},"modes":{"none":{"name":"None","desc":"Eating food is forbidden.
    Your people will start to starve.","id":"none","num":0},"meager":{"name":"Meager","desc":"Your people receive half a portion per day.","id":"meager","num":1},"sufficient":{"name":"Sufficient","desc":"Your people receive a full portion per day.","id":"sufficient","num":2},"plentiful":{"name":"Plentiful","desc":"Your people receive a portion and a half per day.","id":"plentiful","num":3}},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"water rations","displayName":"Water rations","desc":"Specifies how much [water] your people are given each day.//Bigger rations will make your people happier, while smaller ones may lead to sickness and dehydration.","icon":[5,12,7,6],"startMode":"sufficient","req":{"rules of food":true},"modes":{"none":{"name":"None","desc":"Drinking water is forbidden.
    Your people will start to die from dehydration.","id":"none","num":0},"meager":{"name":"Meager","desc":"Your people receive half a portion per day.","id":"meager","num":1},"sufficient":{"name":"Sufficient","desc":"Your people receive a full portion per day.","id":"sufficient","num":2},"plentiful":{"name":"Plentiful","desc":"Your people receive a portion and a half per day.","req":{"t3":false},"id":"plentiful","num":3}},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"eat spoiled food","displayName":"Eat spoiled food","desc":"Your people will eat [spoiled food] when other [food] gets scarce, with dire consequences for health and morale.","icon":[6,12,3,7],"startMode":"on","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"drink muddy water","displayName":"Drink muddy water","desc":"Your people will drink [muddy water] when clean [water] gets scarce, with dire consequences for health and morale.","icon":[6,12,8,6],"startMode":"on","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"insects as food","displayName":"Insects as food","desc":"[bugs] now count as [food], although most people find them unpalatable.","icon":[6,12,8,11],"req":{"rules of food":true},"category":"food","effects":[{"type":"make part of","what":["bugs"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["bugs"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"eat raw meat and fish","displayName":"Eat raw meat and fish","desc":"[meat] and [seafood] are eaten raw, which may be unhealthy.","icon":[6,12,5,7],"startMode":"on","req":{"rules of food":true},"category":"food","effects":[{"type":"make part of","what":["meat","seafood"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["meat","seafood"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"fertility rituals","displayName":"Fertility rituals","desc":"Increases birth rates by 20%. Consumes 1 [faith] every 20 days; will stop if you run out. //we may need more people","icon":[8,12,2,3],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"harvest rituals","displayName":"Harvest rituals","desc":"Improves the speed of [gatherer]s, [hunter]s and [fisher]s by 10%. Consumes 1 [faith] every 20 days; will stop if you run out. //Tasty...I'd like some more!","icon":[8,12,4,7],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"flower rituals","displayName":"Flower rituals","desc":"People get sick slower and recover faster. Consumes 1 [faith] every 20 days; will stop if you run out.","icon":[8,12,4,5],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"wisdom rituals","displayName":"Wisdom rituals","desc":"Improves [dreamer] and [storyteller] efficiency by 20%. Consumes 1 [faith] every 20 days; will stop if you run out. //Two plus two is four","icon":[8,12,8,5],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"population control","displayName":"Population control","desc":"Set rules on how many children your people are allowed to have. //...no words for that","icon":[4,12,2,3],"startMode":"normal","req":{"tribalism":true},"modes":{"forbidden":{"name":"Forbidden","desc":"Your people are not allowed to make children.//Your population will not grow.","id":"forbidden","num":0},"limited":{"name":"Limited","desc":"Your people are only allowed to have one child.//Your population will grow slowly.","id":"limited","num":1},"normal":{"name":"Normal","desc":"You have no specific rules regarding children.//Your population will grow normally.","id":"normal","num":2}},"category":"population","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"harvest rituals for flowers","displayName":"flower harvesting rituals","desc":"Improves the speed of [florist]s by 20%. Consumes 1 [faith] and 1 [influence] every 20 days; will stop if you run out.","icon":[8,12,11,8,"magixmod"],"startMode":"off","req":{"ritualism":true,"a gift from the mausoleum":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"crafting & farm rituals","displayName":"Crafting & farm rituals","desc":"Improves [Paper-crafting shack]s, [Well of mana,Wells of mana], various crafting units, and Farms by various amounts. Consumes 10 [faith] and 10 [influence] every 20 days; will stop if you run out.","icon":[8,12,14,2,"magixmod"],"startMode":"off","req":{"ritualism":true,"papercrafting":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"Teach alchemists","displayName":"Teach alchemists","desc":"This policy is not used for anything.","icon":[12,9,"magixmod",12,5,"magixmod"],"startMode":"on","req":{"tribalism":false},"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":18},{"name":"se01","displayName":"Chra-nos The Seraphin of Time","desc":"The effect depends on time.
    Each year, [food] decays slower by 0.1% (range: 1 to 10%). This bonus applies to [water] as well, but is only half as powerful.

    Backfire: All miscellaneous materials decay faster.","icon":[29,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"drink spoiled juice","displayName":"Drink spoiled juice","desc":"Your people will drink [spoiled juices] even when you have clean [water], with very dire consequences for health and morale.","icon":[6,12,14,5,"magixmod"],"startMode":"off","req":{"rules of food":true,"juice-crafting":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"drink cloudy water","displayName":"Drink cloudy water","desc":"Your people will drink [cloudy water], which has the same positive effects as [water].","icon":[6,12,11,14,"magixmod"],"startMode":"on","req":{"rules of food":true,"paradise building":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"theme changer","displayName":"Theme changer","desc":"Let your population enjoy various themes! Does not apply to popups, however, and only switches every ten days. //Life has its theme too...","icon":[28,21,"magixmod"],"startMode":"Default","req":{"life has its theme":true},"modes":{"Default":{"name":"Default","desc":"Switches to the default theme.","icon":[4,22,"magixmod"],"id":"Default","num":0},"Green":{"name":"Green","desc":"Switches to the green theme.","icon":[3,22,"magixmod"],"id":"Green","num":1},"Blue":{"name":"Blue","desc":"Switches to the blue theme.","icon":[2,22,"magixmod"],"id":"Blue","num":2},"Red":{"name":"Red","desc":"Switches to the red theme.","icon":[0,22,"magixmod"],"id":"Red","num":3},"Cyan":{"name":"Cyan","desc":"Switches to the cyan theme.","icon":[5,22,"magixmod"],"id":"Cyan","num":4},"Gray":{"name":"Gray","desc":"Switches to the gray theme.","icon":[1,22,"magixmod"],"id":"Gray","num":5},"Indigo":{"name":"Indigo","desc":"Switches to the indigo theme. A reward for getting Magical victory.","req":{"magical presence":true},"id":"Indigo","num":6},"Bronze":{"name":"Bronze","desc":"Switches to the bronze theme. A reward for getting Next to the Deities.","req":{"life in faith":true},"id":"Bronze","num":7},"Silver":{"name":"Silver","desc":"Switches to the silver theme. A reward for getting Next to the Deities.","req":{"life in faith":true},"id":"Silver","num":8},"Golden":{"name":"Golden","desc":"Switches to the golden theme. A reward for getting Next to the Deities.","req":{"life in faith":true},"id":"Golden","num":9},"Black":{"name":"Black","desc":"Switches to the black theme. A reward for getting Talented?.","req":{"smaller shacks":true},"id":"Black","num":10}},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"se02","displayName":"Bersaria the Seraphin of Madness","desc":"Increases the speed of thief hunters and other guards by 40%.

    Backfire: Harms [happiness] and makes thieves appear 2% more.","icon":[28,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"se03","displayName":"Tu-ria the Seraphin of Inspiration","desc":"Doubles [culture] gathering and decreases the [population] limit of [musician]s.

    Backfire: [dreamer]s gather 5% less [insight] and [faith,faith units] gather 5% less [faith].","icon":[27,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"se04","displayName":"Hartar the Seraphin of Hunting","desc":"Increases the efficiency of [hunter]s by 35%. For [fishers & hunters camp], your [meat] gain will increase by that amount as well.

    This Seraphin doesn't have a backfire, but choosing [se04] blocks you from [se05] unless you unselect this Seraphin.","icon":[26,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"se05","displayName":"Fishyar the Seraphin of Fishing","desc":"Increases the efficiency of fishing units by 35%. After [hunters & fishers unification], it increases income of [seafood] by that amount as well.

    This Seraphin doesn't have a backfire, but choosing [se05] blocks you from [se04] unless you unselect this Seraphin.","icon":[25,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"se06","displayName":"Posi'zul the Seraphin of Water","desc":"Decreases the rate of [water] spoiling and increases the speed of all well types by 25%.

    Backfire: Increases your [food] spoiling rate slightly.","icon":[15,0,"magix2"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"se07","displayName":"Herbalia the Seraphin of Recovery","desc":"Boosts your [health] level. [healer]s are 25% more efficient.

    Backfire: the upper limit of [happiness] is now 175%, and [happiness] decreases a little faster when negative. [gatherer]s will also gain 15% less.","icon":[14,0,"magix2"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"se08","displayName":"Buri'o dak the Seraphin of Burial","desc":"Each [burial spot] will 10% more [corpse]s or 5 [urn]s instead.

    Backfire: Harms your [health] by a very very small amount and decreases [healer] efficiency by 5%.","icon":[22,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"se09","displayName":"Moai the Seraphin of the Stone","desc":"All [mine]s are 25% more efficient. (Doesn't apply to [gems] and only applies to [prospecting] modes.) Also, [digger]s are 2% more efficient and [carver]s work 3% faster at modes related to [stone].

    Backfire: [well]s are 15% less efficient (not including [Well of mana,Wells of mana]) and [artisan]s are 7.5% less efficient.","icon":[21,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"se10","displayName":"Mamuun the Seraphin of Richness","desc":"Gold and [precious building materials] decay 10% slower. You'll also unlock a variety of Trials.

    Backfire: [archaic building materials] decay 40% faster, [basic building materials] decay 12% faster, and [advanced building materials] decay 3% faster. [food] will also spoil faster.","icon":[20,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"se11","displayName":"An Enlightened Seraphin of Faith","desc":"All [faith] gathering is increased by 25%.

    Backfire: All [influence] and [insight] units are weakened by 25% (including [guru]s).","icon":[19,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"se12","displayName":"Okar the Seer the Seraphin of Knowledge","desc":"[guru] and [dreamer]s are 50% more efficient.

    Backfire: [dreamer]s and [guru]s will require [food] and [water] as upkeep. Weakens [gatherer]s and [florist]s by 20%. [culture] gain from units will be lowered by 10%.","icon":[18,25,"magixmod"],"startMode":"off","req":{"pantheon key":true},"category":"pantheon","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"Patience","displayName":"Patience","desc":"Starts [se01] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",29,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se01":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"Unhappy","displayName":"Unhappy","desc":"Starts [se02] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",28,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se02":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"Cultural","displayName":"Cultural","desc":"Starts [se03] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",27,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se03":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"Hunted","displayName":"Hunted","desc":"Starts [se04] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",26,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se04":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"sleepy insight","displayName":"Sleepy insight","desc":"At the start of a new year, you have a chance to gain some [insight]. This policy has a meter that has a scale from 3 to 3. <>Modes less than 0 will cause the ability to be stronger at the cost of chance, while modes greater than 0 be less powerful, but with a larger chance.","icon":[8,12,33,24,"magixmod"],"startMode":"0","req":{"ritualism":true,"sleep-speech":true},"modes":{"0":{"name":"0","desc":"A 21% chance to receive 3 to 9 [insight] at the start of new year.","id":"0","num":0},"-3":{"name":"-3","desc":"A 8.25% chance to receive 13 to 27 [insight] at the start of new year.","id":"-3","num":1},"-2":{"name":"-2","desc":"A 13.5% chance to receive 9 to 18 [insight] at the start of new year.","id":"-2","num":2},"-1":{"name":"-1","desc":"A 15% chance to receive 5 to 12 [insight] at the start of new year.","id":"-1","num":3},"+1":{"name":"+1","desc":"A 24% chance to receive 1 to 5 [insight] at the start of new year.","id":"+1","num":4},"+2":{"name":"+2","desc":"A 28.5% chance to receive 0.25 to 2 [insight] at the start of new year.","id":"+2","num":5},"+3":{"name":"+3","desc":"A 30.75% chance to receive 0.15 to 1.5 [insight] at the start of new year.","id":"+3","num":6}},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"reset health level","displayName":"Reset health level","desc":"Only available while in Hunted and will reset your [health] back to 0%. Available only once per Hunted attempt.","icon":[21,29,"magixmod"],"startMode":"inactive","req":{"t4":true,"trial":true},"modes":{"inactive":{"name":"Inactive","desc":"This ability is currently unused and may be activated at any time.","id":"inactive","num":0},"activate":{"name":"Activate","desc":"You can only use this ability once (so be sure you want to use it)!","id":"activate","num":1},"alreadyused":{"name":"Already used","req":{"tribalism":false},"id":"alreadyused","num":2}},"category":"population","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":39},{"name":"Unfishy","displayName":"Unfishy","desc":"Starts [se05] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",25,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"Ocean","displayName":"Ocean","desc":"Starts [se06] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",15,0,"magix2",1,22,"magixmod"],"startMode":"off","req":{"se07":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"Herbalism","displayName":"Herbalism","desc":"Starts [se07] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",14,0,"magix2",1,22,"magixmod"],"startMode":"off","req":{"se07":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"Buried","displayName":"Buried","desc":"Starts [se08] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",22,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on","voodoo spirit":false},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"Underground","displayName":"Underground","desc":"Starts [se09] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",21,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on","tribalism":false},"category":"trial","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":44},{"name":"Pocket","displayName":"Pocket","desc":"Starts [se10] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",20,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"Faithful","displayName":"Faithful","desc":"Starts [se11] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",19,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se11":"on"},"category":"trial","effects":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"Dreamy","displayName":"Dreamy","desc":"Starts [se12] (you will be warned and given more info before starting).","icon":[24,18,"magixmod",18,25,"magixmod",1,22,"magixmod"],"startMode":"off","req":{"se10":"on","tribalism":false},"category":"trial","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":47},{"name":"discovery rituals","displayName":"Discovery rituals","desc":"Use these unique rituals to improve exploration slightly, with these boosts: @[wanderer]s: +5% speed @[scout]s: +3% speed @[globetrotter]s: +4% speed //Consumes 2 [faith] every 20 days; will stop if you run out.","icon":[35,0,"magixmod"],"startMode":"off","req":{"ritualism":true,"globetrottering":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"eat on gather","displayName":"Eat on gather","desc":"Your people will eat a lot of [food] right after gathering, meaning that a very small portion of food will be shared with others. It may lead to increased [happiness] and less food spoilage at the cost of slow starvation. @Be aware that this policy cannot bring [happiness] level over 100% and will only provide [happiness] once it is lower than a specific percentage. Note that if your food or water rations are set to Plentiful, then this policy disables automatically.","icon":[5,12,16,33,"magixmod"],"startMode":"off","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"far foraging","displayName":"Far foraging","desc":"@[gatherer]s will explore like [wanderer]s but have a chance to become lost in terrain. This policy will work until you get some land explored. //It doesn't affect the food gathering efficiency of [gatherer]s. //When you have explored 60 [land], this policy will be disabled automatically and won't be visible from then on. (That autotoggle won't cost you any [influence].)","icon":[15,33,"magixmod"],"startMode":"off","req":{},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"prisoner workforce","displayName":"Prisoner workforce","desc":"This policy is not used for anything.","icon":[7,12,17,0,"magixmod"],"req":{"tribalism":false},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"eat honey and honeycombs","displayName":"Eat honey and honeycombs","desc":"Your people will eat [honey] and [honeycomb]s, which makes them both happy and healthy.","icon":[6,12,6,0,"magix2"],"startMode":"on","req":{"beekeeping II":true},"category":"food","effects":[{"type":"make part of","what":["honey","honeycomb"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["honey","honeycomb"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"water rituals","displayName":"Water rituals","desc":"Improves [water] production from all well types by 15%. During a drought, this effect is increased to 60%. This ritual requires 150 [magic essences] every day as upkeep instead, and because of this, this ritual's cost will not be changed by any trait or tech.","icon":[8,12,7,6],"startMode":"off","req":{"faith in water":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"love of honey","displayName":"Love of honey","desc":"Improves [honeycomb] gain by 25% and advanced forms of [honey] or [honeycomb] gain by 60%. This ritual requires 250 [nature essence] every day as upkeep instead, and because of this, this ritual's cost will not be changed by any trait or tech.","icon":[8,12,7,0,"magix2"],"startMode":"off","req":{"superior honey":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54}],"techs":[{"name":"tribalism","displayName":"Tribalism","desc":"@unlocks the [gatherer]@provides 5 [authority]<>Taking its roots in wild animal packs, [tribalism] is the organization of individuals into simple social structures with little hierarchy.","icon":[0,1],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["stone-knapping","hunting","fishing","scavenging","rules of food","ritual necrophagy","culture of moderation","joy of eating","policies","where am i?","voodoo spirit","consumption stability","unstable eating habits","dry throats","joy of drinking","drinking stability","unstable drinking habits","unstable consumption habits","art of death","royal treatment","belongings preservance","carcass-looting","dreaming","active exploration"],"effects":[{"type":"provide res","what":{"authority":5}},{"type":"show res","what":["influence"]},{"type":"show context","what":["gather"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"speech","displayName":"Speech","desc":"@unlocks the [dreamer] and [wanderer]@provides 50 [wisdom]@provides 50 [wisdom]<>[speech], in its most primitive form, is a series of groans and grunts that makes it possible to communicate things, events, and concepts.","icon":[1,1],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["language","Improved rhetoric"],"effects":[{"type":"provide res","what":{"wisdom":50}},{"type":"show res","what":["insight"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"language","displayName":"Language","desc":"@provides 30 [inspiration]@provides 30 [wisdom]<>[language] improves on [speech] by combining complex grammar with a rich vocabulary, allowing for better communication and the first signs of culture.","icon":[2,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":10,"chance":3,"req":{"speech":true},"tutorialMesg":["important","Now, while talking to your people, they understand you better. Even better, they understand themselves and each other somewhat.",[1,28,"magixmod"]],"precededBy":["speech"],"leadsTo":["oral tradition","scouting","sedentism","hunting","richer language","fear of death","herbalism","instruction","writing","druidism","acceptance of death","death indifference","death scepticism","exploration trips"],"effects":[{"type":"provide res","what":{"inspiration":30,"wisdom":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"oral tradition","displayName":"Oral tradition","desc":"@unlocks [storyteller]@provides 20 [inspiration]@provides 20 [wisdom]<>[oral tradition] emerges when the members of a tribe gather at night to talk about their day. Stories, ideas, and myths are all shared and passed on from generation to generation. //Time for a story now, i suppose, I suppose...","icon":[5,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":20,"req":{"language":true},"tutorialMesg":["important","The first spark of culture arises.",[10,4]],"precededBy":["language"],"leadsTo":["plant lore","ritualism","symbolism","chieftains","maths","maths II","maths III","ritualism II","belief in the afterlife","symbolism II","primary time measure","intuition","no knapping anymore","spark'o religion","message memory","belief in the beforelife","cold heart","hot heart","neutral heart","fluid heart","symbI"],"effects":[{"type":"provide res","what":{"inspiration":20,"wisdom":20}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"stone-knapping","displayName":"Stone-knapping","desc":"@unlocks [artisan]s, which can create [knapped tools]<>[stone-knapping] allows you to make your very first tools - simple rocks that have been smashed against each other to fashion rather crude cleavers, choppers, and hand axes.//Tools have little use by themselves, but may be used in many other industries.","icon":[3,1],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":5,"chance":3,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["tool-making","sedentism","digging","woodcutting","healing","bone-working","fire-making","carving","ocean decay I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"tool-making","displayName":"Tool-making","desc":"@[artisan]s can now create [stone tools]<>With proper [tool-making], new procedures arise to craft a multitude of specialized tools out of cheap materials. These include hammers, knives, and axes.","icon":[4,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":20,"chance":3,"req":{"stone-knapping":true,"carving":true},"precededBy":["stone-knapping","carving"],"leadsTo":["basket-weaving","scouting","canoes","building","well-digging","spears","sewing","knitting","gem-cutting","pottery","ground tools","focused scouting","cozy building","rafts","exploration trips"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"basket-weaving","displayName":"Basket-weaving","desc":"@[artisan]s can now craft [basket]s<>Baskets are a cheap, if flimsy means of storing food.","icon":[7,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"tool-making":true},"precededBy":["tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"scouting","displayName":"Scouting","desc":"@unlocks [scout]s, which can discover new territory<>The [scout] is an intrepid traveler equipped to deal with the unknown.<>Keep in mind that to make Exploration units explore more terrain, you will need more researches.<>The alternative is Exploration trips, which can also be obtained at the same time upon researching a little magic...//Getting this increases the exploration cap by a little bit.","icon":[24,7],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":40,"chance":2,"req":{"tool-making":true,"language":true,"intuition":true,"exploration trips":false},"precededBy":["tool-making","language","intuition"],"leadsTo":["tile inspection","globetrottering","basic mapping","trails","horses"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"canoes","displayName":"Canoes","desc":"@Allows exploration through ocean shores @[canoes] are inefficient on the Tundra, Swamplands, Jungle, and Boreal forest biomes<>[canoes] are a good and safe way to explore ocean shores, but slow. Depending on your closest location, consider picking [rafts] instead and make this tech be obtainable in a slightly later game stage.","icon":[26,7],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":45,"req":{"tool-making":true,"woodcutting":true,"rafts":false},"precededBy":["tool-making","woodcutting"],"leadsTo":["boat building"],"effects":[{"type":"allow","what":["shore exploring"]},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"boat building","displayName":"Boat building","desc":"@allows full ocean exploring.<>Unlocks [boat]s which will allow you to explore oceans. Also unlocks new modes for [wanderer]s and [scout]s. //Let the voyage begin!","icon":[28,7],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":325,"req":{"canoes":true,"carpentry":true,"intuition":true,"construction":true},"precededBy":["canoes","carpentry","intuition","construction"],"leadsTo":["sandy shores","ocean decay II"],"effects":[{"type":"allow","what":["ocean exploring"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"sedentism","displayName":"Sedentism","desc":"@unlocks [mud shelter]s and [branch shelter]s@unlocks [lodge]s<>To stay in one place when food is scarce is a bold gamble, especially to those without knowledge of agriculture.","icon":[8,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":45,"chance":3,"req":{"stone-knapping":true,"digging":true,"language":true,"intuition":true},"precededBy":["stone-knapping","digging","language","intuition"],"leadsTo":["building","stockpiling","well-digging","code of law","cozy building","\\"dark season\\"","ungrateful tribe II","tribe of eaters"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"building","displayName":"Building","desc":"@unlocks [hut]s@unlocks [stockpile]s (with [stockpiling])<>The [building,Hut] is only slightly more sophisticated than simple shelters, but is more spacious and can withstand wear longer.","icon":[9,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":80,"chance":3,"req":{"sedentism":true,"tool-making":true,"intuition":true},"precededBy":["sedentism","tool-making","intuition"],"leadsTo":["cities","smelting","mining","quarrying","masonry","carpentry","aiming","globetrottering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"cities","displayName":"Cities","desc":"@unlocks [hovel]s, which provide 8 [housing] each.//Villages are good too...","icon":[29,7],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":105,"req":{"building":true,"intuition":true},"precededBy":["building","intuition"],"leadsTo":["construction","city planning","guilds","more useful housing","guilds unite"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"construction","displayName":"Construction","desc":"@unlocks [house]s @unlocks [warehouse]s (with [stockpiling])","icon":[36,20,"magixmod"],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":270,"chance":3,"req":{"cities":true,"masonry":true,"carpentry":true,"quarrying":true},"precededBy":["cities","masonry","carpentry","quarrying"],"leadsTo":["boat building","city planning","guilds","monument-building","more useful housing","monument-building II","water construction","essential conversion tank overclock I","cart1","cart2","mining II","imprisonment","hive frames"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"city planning","displayName":"City planning","desc":"@unlocks [architect]s","icon":[22,8],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":440,"req":{"construction":true,"cities":true,"alphabet 1/3":true,"basic mapping":true},"precededBy":["construction","cities","alphabet 1/3","basic mapping"],"leadsTo":["more useful housing","maths II","papercrafting","gardening"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"guilds","displayName":"Guilds","desc":"@unlocks [guild quarters], which can house some [worker]s","icon":[23,8],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":375,"req":{"cities":true,"construction":true,"code of law":true,"intuition":true},"precededBy":["cities","construction","code of law","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"stockpiling","displayName":"Stockpiling","desc":"@unlocks [storage pit]s<>The foresight to store sustenance and materials ahead of time can make or break a budding civilization.","icon":[10,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":55,"chance":2,"req":{"sedentism":true},"precededBy":["sedentism"],"leadsTo":["curing"],"effects":[{"type":"show res","what":["food storage"]},{"type":"show res","what":["material storage"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"digging","displayName":"Digging","desc":"@unlocks [digger]s@paves the way for simple buildings<>The earth is full of riches - to those who can find them. //Diggy, diggy, hole","icon":[11,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":15,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["sedentism","well-digging","burial","mining","quarrying","pottery","dtt1","dtt2","mining II"],"effects":[{"type":"show context","what":["dig"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"well-digging","displayName":"Well-digging","desc":"@unlocks [well]s<>It takes some thinking to figure out that water can be found if you dig deep enough.//It takes a lot of bravery, however, to find out if it is safe enough to drink.","icon":[22,7],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":70,"req":{"digging":true,"sedentism":true,"tool-making":true},"tutorialMesg":["tutorial","Henceforth, you can dig a well. A well is a good source of fresh water, but only 1 well can be constructed for every 10 pieces of land that you have.",[30,3,"magixmod"]],"precededBy":["digging","sedentism","tool-making"],"leadsTo":["wizardry","focused scouting","careful water storage"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"woodcutting","displayName":"Woodcutting","desc":"@unlocks [woodcutter]s. //Insert sad noises of trees here...","icon":[23,5],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":15,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["canoes","carpentry","rafts"],"effects":[{"type":"show context","what":["chop"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"plant lore","displayName":"Plant lore","desc":"@[gatherer]s find more [herb]s, [fruit]s and [vegetable]s<>The knowledge of which plants are good to eat and which mean certain death is slow and perilous to learn.","icon":[23,7],"type":"tech","cost":{"insight":10},"category":"upgrade","startWith":0,"tier":40,"req":{"oral tradition":true,"herbalism":true},"precededBy":["oral tradition","herbalism"],"leadsTo":["healing","tile inspection","plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"healing","displayName":"Healing","desc":"@unlocks [healer]s. //but hospitals when?","icon":[25,7],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":55,"chance":2,"req":{"plant lore":true,"stone-knapping":true,"herbalism":true,"intuition":true},"precededBy":["plant lore","stone-knapping","herbalism","intuition"],"leadsTo":["better healing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"ritualism","displayName":"Ritualism","desc":"@provides 10 [spirituality]@unlocks [soothsayer]s@unlocks some ritual policies<>Simple practices, eroded and polished by time, may turn into rites and traditions.","icon":[12,1],"type":"tech","cost":{"culture":5},"category":"religion","startWith":0,"tier":25,"req":{"oral tradition":true,"intuition":true,"spark'o religion":true},"precededBy":["oral tradition","intuition","spark'o religion"],"leadsTo":["burial","stronger faith","ritualism II","ritual necrophagy","spiritual piety","sleep-speech","druidism","missionary","art of death","royal treatment","belongings preservance"],"effects":[{"type":"provide res","what":{"spirituality":10}},{"type":"provide res","what":{"cultural balance":3}},{"type":"provide res","what":{"dark decay":100}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"symbolism","displayName":"Symbolism","desc":"@[dreamer]s produce 40% more [insight] @[storyteller]s produce 20% more [culture]@[soothsayer]s produce 20% more [faith] @various other units are also boosted<>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on shapes. There are two types of [symbolism] that you can unlock!","icon":[13,1],"type":"tech","cost":{"culture":10,"insight":10},"category":"upgrade","startWith":0,"tier":40,"req":{"oral tradition":true,"intuition":true,"symbI":false},"precededBy":["oral tradition","intuition"],"leadsTo":["code of law","artistic thinking","symbolism II","mining strategy","safer explosive usage","druidism","missionary"],"effects":[{"type":"provide res","what":{"cultural balance":3}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"burial","displayName":"Burial","desc":"@unlocks [grave]s, which provide [burial spot]s@exposed [corpse]s make people even more unhappy<>It is the belief that there might be more to death than is first apparent that drives us to bury our deceased.","icon":[14,1],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":45,"chance":2,"req":{"ritualism":true,"digging":true},"precededBy":["ritualism","digging"],"leadsTo":["monument-building","monument-building II","bII(acceptance)","bII(normal)"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"hunting","displayName":"Hunting","desc":"@unlocks [hunter]s<>It is a common tragedy that a creature should die so that another may survive.//[hunter] can gather [hide] if [skinning] is unlocked.","icon":[15,1],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":15,"req":{"language":true,"tribalism":true},"precededBy":["language","tribalism"],"leadsTo":["hunting II","battling thieves","skinning","htt1","htt2","tile inspection"],"effects":[{"type":"show context","what":["hunt"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"fishing","displayName":"Fishing","desc":"@unlocks [fisher]s<>Fishing is more than simply catching fish; it involves knowing where the fish like to gather and which ones are tasty.//It would be wise to check whether any of your territory contains fish before investing in this technology.","icon":[25,1],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":5,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["fishing hooks","fishing II"],"effects":[{"type":"show context","what":["fish"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"bone-working","displayName":"Bone-working","desc":"@[artisan]s can now make [knapped tools] out of [bone]@[bone]s can now be used as [archaic building materials]","icon":[22,5],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":10,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"effects":[{"type":"make part of","what":["bone"],"parent":"archaic building materials"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"spears","displayName":"Spears and maces","desc":"@[artisan]s can now craft [stone weapons]@unlocks new modes for [hunter]s and [fisher]s<>Using tools as weapons opens a world of possibilities, from hunting to warfare. Spear hunting/fishing modes have only 80% of its normal efficiency (however, it is still faster than without tools). To remove that penalty, obtain the [aiming] research.","icon":[26,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"tool-making":true},"precededBy":["tool-making"],"leadsTo":["bows","fishing hooks","aiming","ground weapons"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"bows","displayName":"Bows","desc":"@[artisan]s can now craft [bow]s@unlocks new modes for [hunter]s<>Bow hunting has only 40% of its normal efficiency (slower than without tools). To make it faster than the default mode, obtain the [aiming] research.","icon":[27,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":50,"req":{"spears":true},"precededBy":["spears"],"leadsTo":["water filtering","aiming"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"fishing hooks","displayName":"Fishing hooks","desc":"@unlocks new modes for [fisher]s","icon":[28,1],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":50,"req":{"fishing":true,"spears":true},"precededBy":["fishing","spears"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"fire-making","displayName":"Fire-making","desc":"@unlocks [firekeeper]s<>Fire keeps you warm and makes animal attacks much less frequent. //Don't burn yourself!","icon":[16,1],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":20,"chance":3,"req":{"stone-knapping":true},"tutorialMesg":["tutorial","Cold days and nights are gone if your Firekeepers will create up some Fire pits with wood and knapped tools.",[13,7]],"precededBy":["stone-knapping"],"leadsTo":["cooking","smelting","pottery","cold heart","hot heart","neutral heart","fluid heart"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"cooking","displayName":"Cooking","desc":"@[firekeeper]s can now cook [cooked meat] and [cooked seafood]<>Tossing fish and meat over a sizzling fire without reducing them to a heap of ash takes a bit of practice.","icon":[17,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"fire-making":true,"rules of food":true},"precededBy":["fire-making","rules of food"],"leadsTo":["curing","care for nature"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"curing","displayName":"Curing","desc":"@[firekeeper]s can now prepare [cured meat] and [cured seafood] with [salt], which last much longer<>Storing food with special preparations seems to ward off rot, and comes along with the advent of delicious jerky.","icon":[27,7],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":95,"req":{"cooking":true,"stockpiling":true,"intuition":true},"precededBy":["cooking","stockpiling","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"sewing","displayName":"Sewing","desc":"@unlocks [clothier]s, who work with fabric and can sew [primitive clothes]","icon":[29,1],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"tool-making":true,"intuition":true},"precededBy":["tool-making","intuition"],"leadsTo":["knitting","weaving","leather-working","weaving II","skinning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"knitting","displayName":"Knitting","desc":"Knitting is a method by which yarn is manipulated to create a textile or fabric. It is used in many types of garments. //@[clothier]s are 10% more efficient in all modes.","icon":[36,27,"magixmod"],"type":"tech","cost":{"insight":45},"category":"tier1","startWith":0,"tier":95,"req":{"tool-making":true,"sewing":true,"weaving":true},"precededBy":["tool-making","sewing","weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"weaving","displayName":"Weaving","desc":"@[clothier]s can now sew [basic clothes]","icon":[30,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":50,"req":{"sewing":true,"intuition":true},"precededBy":["sewing","intuition"],"leadsTo":["knitting","sewing II","nudist culture","strict dress code","clothing unconcern","fluid dress code"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"leather-working","displayName":"Leather-working","desc":"@[clothier]s can now cure [hide]s into [leather] and use leather in cloth-making (with [weaving])","icon":[31,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":50,"req":{"sewing":true},"precededBy":["sewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"smelting","displayName":"Smelting","desc":"@unlocks [furnace]s, which turn ore into metal ingots@unlocks [blacksmith workshop]s, which forge metal ingots into metal goods","icon":[26,5],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":125,"req":{"fire-making":true,"building":true,"intuition":true},"precededBy":["fire-making","building","intuition"],"leadsTo":["bronze-working","iron-working","gold-working","glass-crafting","concrete making","cobalt-working","weapon blacksmithery","armor blacksmithery","platinum-working","nickel-working","advanced casting","golden crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"bronze-working","displayName":"Bronze-working","desc":"@[furnace]s can now make [hard metal ingot]s from [copper ore] and [tin ore]//Smelt it","icon":[28,5],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":155,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"iron-working","displayName":"Iron-working","desc":"@[furnace]s can now make [hard metal ingot]s from [iron ore] //Get iron pickaxe and mine your first diamond!","icon":[27,5],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":155,"req":{"smelting":true},"precededBy":["smelting"],"leadsTo":["steel-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"gold-working","displayName":"Gold-working","desc":"@[furnace]s can now make [precious metal ingot]s from [gold ore]@[blacksmith workshop]s can now forge [gold block]s out of [precious metal ingot]s //So shiny!","icon":[29,5],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":165,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"steel-making","displayName":"Steel-making","desc":"@[furnace]s can now make [strong metal ingot]s from [iron ore] and [coal].","icon":[30,5],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":195,"req":{"iron-working":true},"precededBy":["iron-working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"chieftains","displayName":"Chieftains","desc":"@unlocks [chieftain]s, which generate [influence]@provides 5 [authority]<>[chieftain]s lead to better outcomes when there is a struggle within your tribe.","icon":[22,6],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":30,"req":{"oral tradition":true},"precededBy":["oral tradition"],"leadsTo":["clans","code of law"],"effects":[{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"clans","displayName":"Clans","desc":"@unlocks [clan leader]s, which generate [influence]@provides 5 [authority].","icon":[23,6],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":155,"req":{"chieftains":true,"code of law":true,"intuition":true},"precededBy":["chieftains","code of law","intuition"],"effects":[{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"code of law","displayName":"Code of law","desc":"@provides 15 [authority]@political units will generate more [influence] //Paragraph 1...","icon":[24,6],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":130,"req":{"symbolism":true,"sedentism":true,"writing":true,"chieftains":true},"precededBy":["symbolism","sedentism","writing","chieftains"],"leadsTo":["guilds","clans","code of law II","CaP","CaP(cruel)","CaP(light)"],"effects":[{"type":"provide res","what":{"authority":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"mining","displayName":"Mining","desc":"@unlocks [mine]s //Strike the earth!","icon":[24,5],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":100,"req":{"digging":true,"building":true},"precededBy":["digging","building"],"leadsTo":["prospecting","prospecting II","mining strategy","safer explosive usage"],"effects":[{"type":"show context","what":["mine"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"prospecting","displayName":"Prospecting","desc":"@[mine]s can now be set to mine for specific ores //Prospect it!","icon":[25,5],"type":"tech","cost":{"insight":35},"category":"upgrade","startWith":0,"tier":135,"req":{"mining":true,"intuition":true},"precededBy":["mining","intuition"],"leadsTo":["prospecting II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"quarrying","displayName":"Quarrying","desc":"@unlocks [quarry,Quarries]","icon":[25,6],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":100,"req":{"digging":true,"building":true,"intuition":true},"precededBy":["digging","building","intuition"],"leadsTo":["construction","quarrying II","mining strategy","safer explosive usage"],"effects":[{"type":"show context","what":["quarry"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"carving","displayName":"Carving","desc":"@unlocks [carver]s, which can produce a variety of goods out of stone, wood and bone@may lead to the knowledge of better tools","icon":[26,6],"type":"tech","cost":{"insight":5},"category":"tier1","startWith":0,"tier":10,"chance":3,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["tool-making","gem-cutting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"gem-cutting","displayName":"Gem-cutting","desc":"@[carver]s can now craft shiny [gem block]s out of [gems]//That's so sparkly!","icon":[27,6],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":40,"req":{"carving":true,"tool-making":true},"precededBy":["carving","tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"pottery","displayName":"Pottery","desc":"@unlocks [potter]s, which produce goods such as [pot]s out of [clay] and [mud]@unlocks [granary,Granaries] (with [stockpiling])@[digger]s find more [clay]","icon":[28,6],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":65,"req":{"fire-making":true,"digging":true,"tool-making":true},"tutorialMesg":["tutorial","Take advantage of bonuses that your researches provide, such as diggers finding more clay thanks to this research...so you can craft more pots.",[32,15,"magixmod"]],"precededBy":["fire-making","digging","tool-making"],"leadsTo":["masonry","ground pots"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"masonry","displayName":"Masonry","desc":"@unlocks [kiln]s, which can produce a variety of goods, such as [brick]s@[carver]s can now turn [stone]s into [cut stone] slowly //Let's build a tall brick wall!","icon":[29,6],"type":"tech","cost":{"insight":35},"category":"tier1","startWith":0,"tier":150,"req":{"building":true,"pottery":true},"precededBy":["building","pottery"],"leadsTo":["construction","glass-crafting","concrete making","advanced casting","bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"carpentry","displayName":"Carpentry","desc":"@unlocks [carpenter workshop]s, which can process [log]s into [lumber] and produce materials crafted from wood@unlocks [barn]s (with [stockpiling])","icon":[30,6],"type":"tech","cost":{"insight":35},"category":"tier1","startWith":0,"tier":125,"req":{"building":true,"woodcutting":true,"intuition":true},"precededBy":["building","woodcutting","intuition"],"leadsTo":["boat building","construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"monument-building","displayName":"Monument-building","desc":"@unlocks the [mausoleum], an early wonder","icon":[24,8],"type":"tech","cost":{"insight":90,"culture":40},"category":"tier1","startWith":0,"tier":420,"req":{"construction":true,"burial":true,"belief in the afterlife":true,"intuition":true},"tutorialMesg":["tutorial","After getting Monument-building, you may begin construction of the very first wonder of your people. Check it out in the Production tab!",[32,18,"magixmod"]],"precededBy":["construction","burial","belief in the afterlife","intuition"],"leadsTo":["essential conversion tank overclock I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"wizardry","displayName":"Wizardry","desc":"@Some sort of weird, uncommon people will now arrive in you tribe. They are called Wizards. They behave weird. From now, wizardry and essences will start to appear. Essences are not naturally generated: instead, they consume [mana]. Get [wizard wisdom] so that you can hire some [wizard]s!//With your newfound discovery of Wizards, both [scouting] and [exploration trips] can be unlocked at the same time upon getting this!//Note: it doesn't mean anything bad...","icon":[5,3,"magixmod"],"type":"tech","cost":{"insight":75,"faith":5},"category":"tier1","startWith":0,"tier":150,"req":{"well-digging":true,"a gift from the mausoleum":true,"spark'o religion":true},"precededBy":["well-digging","a gift from the mausoleum","spark'o religion"],"leadsTo":["mana brewery","wizard wisdom","Wizard complex","first portal to new world","churches","essence storages","weaving II","hunting II","fishing II","weaving III","magical soil","alphabet 2/3","patron1","patron2","patron3","patron4","patron5","patron6","unknown patron","patron7","patron8","nonpatronage"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"mana brewery","displayName":"Mana brewery","desc":"You can find a specimen who will convert [water] into [mana]. //But how?","icon":[3,2,"magixmod"],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":200,"req":{"wizardry":true},"precededBy":["wizardry"],"leadsTo":["well of mana","wizard wisdom","Wizard complex","first portal to new world","essence storages"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"more useful housing","displayName":"More useful housing","desc":"Unlock the [brick house with a silo], which is made out of hard [brick]s that can store [food] and provide additional [housing].","icon":[5,2,"magixmod"],"type":"tech","cost":{"insight":45},"category":"tier1","startWith":0,"tier":485,"req":{"city planning":true,"cities":true,"construction":true,"a gift from the mausoleum":true},"precededBy":["city planning","cities","construction","a gift from the mausoleum"],"leadsTo":["well of mana","wizard towers","wizard wisdom","Wizard complex","first portal to new world","essence storages"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"well of mana","displayName":"Well of mana","desc":"You may now construct a new type of well that will gather [mana] for you. //Oh, so THAT is the power source for magic tricks...","icon":[4,3,"magixmod"],"type":"tech","cost":{"insight":45,"faith":5,"mana":100},"category":"tier1","startWith":0,"tier":775,"req":{"mana brewery":true,"more useful housing":true},"precededBy":["mana brewery","more useful housing"],"leadsTo":["wizard towers"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"wizard towers","displayName":"Wizard towers","desc":"Now you can build wizard towers that can produce a variety of [magic essences,Essences]. The type made depends on what type of tower you build. Wizard towers also provide additional housing, but making [magic essences,Essences] will require [mana] as upkeep. @unlocks six towers: [fire wizard tower]s, [water wizard tower]s, [nature wizard tower]s, [dark wizard tower]s, [lightning wizard tower]s, and [wind wizard tower]s","icon":[6,0,"magixmod"],"type":"tech","cost":{"insight":125,"culture":30,"mana":250,"influence":10},"category":"tier1","startWith":0,"tier":1190,"req":{"well of mana":true,"more useful housing":true},"tutorialMesg":["tutorial","You have unlocked Wizard towers!
    These towers will provide housing and produce Essences by consuming Mana. Make sure that you have enough Mana production and some Wizards to keep the towers working properly. Be sure to also obtain the Essence storages needed for your essence types!",[20,13,"magixmod"]],"precededBy":["well of mana","more useful housing"],"leadsTo":["Wizard complex"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"wizard wisdom","displayName":"Wizard wisdom","desc":"Now you can hire [wizard]s to improve your tribe. For every two [wizard]s, you will gain you 1 [wisdom] point. //wisdom++","icon":[3,0,"magixmod"],"type":"tech","cost":{"insight":85,"culture":30,"mana":50,"influence":10},"category":"tier1","startWith":0,"tier":800,"req":{"mana brewery":true,"more useful housing":true,"wizardry":true},"tutorialMesg":["tutorial","Now you've unlocked Wizards. Don't hire too much of them too early because these guys love eating a lot, so having too much of them may lead to tribe starvation. Instead, try to make your tribe bigger, explore more, and find more ways to get food. Just be aware that wizards are a must-have in large amounts for new magical technologies!",[24,8,"magixmod"]],"precededBy":["mana brewery","more useful housing","wizardry"],"leadsTo":["first portal to new world","churches","coordination","beekeeping II","plant-loving bees","ocean decay III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"Wizard complex","displayName":"Wizard complex","desc":"Unlocks a complex of wizard towers. Expensive, but the complex produces all types of Essences three times faster than usual towers. Each complex tower will increase your max [faith], [culture], and [influence] as well, so they are quite useful!","icon":[2,2,"magixmod"],"type":"tech","cost":{"insight":480,"culture":30,"mana":1000,"influence":20},"category":"tier1","startWith":0,"tier":2720,"req":{"mana brewery":true,"more useful housing":true,"wizardry":true,"wizard towers":true},"precededBy":["mana brewery","more useful housing","wizardry","wizard towers"],"leadsTo":["first portal to new world","agriculture","stronger faith","7th complex tower","better influence & authority","belief in portals","dark essenced fireworks","valid portal frame","bigger university","mentors of nature","even bigger university","the christmas","spirit-summoning","ocean decay IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"first portal to new world","displayName":"First portal to new world","desc":"Your wizards discovered a way to make a portal and can't wait to open a new dimension now. What would it mean? It would mean more places to build, more unlocks, and more everything!","icon":[2,1,"magixmod"],"type":"tech","cost":{"insight":1400,"culture":30,"mana":2500,"influence":70},"category":"tier1","startWith":0,"tier":7910,"req":{"mana brewery":true,"more useful housing":true,"wizardry":true,"wizard wisdom":true,"Wizard complex":true,"belief in portals":true,"valid portal frame":true},"precededBy":["mana brewery","more useful housing","wizardry","wizard wisdom","Wizard complex","belief in portals","valid portal frame"],"leadsTo":["plain island building","construction II","burial in new world","2nd portal sky","2nd portal past"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"glass-crafting","displayName":"Glass-crafting","desc":"Your [kiln]s will be able to craft [glass] out of [sand]. //A window to the world...","icon":[7,1,"magixmod"],"type":"tech","cost":{"insight":45},"category":"tier1","startWith":0,"tier":225,"req":{"masonry":true,"smelting":true},"precededBy":["masonry","smelting"],"leadsTo":["concrete making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"churches","displayName":"Churches","desc":"Unlocks [church,Churches]. Another source of [faith].","icon":[7,2,"magixmod"],"type":"tech","cost":{"insight":135},"category":"tier1","startWith":0,"tier":935,"req":{"wizardry":true,"wizard wisdom":true},"precededBy":["wizardry","wizard wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"essence storages","displayName":"Essence storages","desc":"[magic essences] have to be stored somewhere, of course, so don't hesitate to store them! // Unlocks [water essence storage,Essence storages]. //And nobody knows why these look like hourglasses...even the creator of them.","icon":[5,0,"magixmod"],"type":"tech","cost":{"insight":100,"mana":300,"faith":8,"wand":1},"category":"tier1","startWith":0,"tier":1034,"req":{"mana brewery":true,"more useful housing":true,"wizardry":true},"precededBy":["mana brewery","more useful housing","wizardry"],"leadsTo":["superior winds","salty sand"],"effects":[{"type":"provide res","what":{"fire essence limit":1}},{"type":"provide res","what":{"water essence limit":1}},{"type":"provide res","what":{"lightning essence limit":1}},{"type":"provide res","what":{"dark essence limit":1}},{"type":"provide res","what":{"wind essence limit":1}},{"type":"provide res","what":{"nature essence limit":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65},{"name":"concrete making","displayName":"Concrete making","desc":"Use limestone and water to craft a concrete, an [advanced building materials,Advanced building material].","icon":[8,0,"magixmod"],"type":"tech","cost":{"insight":70},"category":"tier1","startWith":0,"tier":295,"req":{"masonry":true,"smelting":true,"glass-crafting":true},"precededBy":["masonry","smelting","glass-crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":66},{"name":"plain island building","displayName":"Plain island building","desc":"Unlocks a sheet of buildings which can only be built in your new dimension.","icon":[9,0,"magixmod"],"type":"tech","cost":{"insight":120,"plain island tablet":1},"category":"tier1","startWith":0,"tier":8031,"req":{"first portal to new world":true},"precededBy":["first portal to new world"],"leadsTo":["construction II","burial in new world","maths III","ink crafting","poetry","moar juices","will to know more","moderation","caretaking","map details","imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":67},{"name":"construction II","displayName":"Construction II","desc":"@unlocks [floored house]s for your new island! These provide much more housing but are more limited. //Allows some mortal world units which use land to be set on [wtr], but with a very, very low risk of collapsing.","icon":[0,35,"magixmod",8,1,"magixmod"],"type":"tech","cost":{"insight":100},"category":"tier1","startWith":0,"tier":8131,"req":{"first portal to new world":true,"plain island building":true},"precededBy":["first portal to new world","plain island building"],"leadsTo":["cobalt-working","precious pottery","architects knowledge","baking","guilds unite","bigger kilns","city planning II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":68},{"name":"burial in new world","displayName":"Island burials","desc":"Provides a good use of the Plain Island. You may build now some cemetries which consume more [land of the Plain Island] (but will allow you to get many more [burial spot]s).","icon":[1,6,"magixmod"],"type":"tech","cost":{"insight":80},"category":"tier1","startWith":0,"tier":8111,"req":{"first portal to new world":true,"plain island building":true},"precededBy":["first portal to new world","plain island building"],"leadsTo":["better filtering","mirrors"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":69},{"name":"weaving II","displayName":"Weaving II","desc":"Upgrades the sewing skills of your civilization. @Unlocks [drying rack]s, which make [dried leather] used to craft better quality clothing. @Now artisans can sew [fishing net] @Clothier can craft [thread] that is required to craft a [fishing net].","icon":[0,35,"magixmod",13,5,"magixmod"],"type":"tech","cost":{"insight":380,"wisdom":10},"category":"upgrade","startWith":0,"tier":550,"req":{"wizardry":true,"sewing":true},"precededBy":["wizardry","sewing"],"leadsTo":["sewing II","weaving III","bigger kilns","costume-crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":70},{"name":"hunting II","displayName":"Hunting II","desc":"Upgrades hunting skills of your civilization. @Unlocks a way to craft a new weapon, allowing artisans to make [crossbow]s.","icon":[15,0,"magixmod"],"type":"tech","cost":{"insight":385,"wisdom":10},"category":"upgrade","startWith":0,"tier":550,"req":{"wizardry":true,"hunting":true},"precededBy":["wizardry","hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":71},{"name":"fishing II","displayName":"Fishing II","desc":"Upgrades fishing skills of your civilization. @Makes [fishing net] introduced into common use.","icon":[1,7,"magixmod"],"type":"tech","cost":{"insight":385,"wisdom":10},"category":"upgrade","startWith":0,"tier":550,"req":{"wizardry":true,"fishing":true},"precededBy":["wizardry","fishing"],"leadsTo":["hunting III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":72},{"name":"cobalt-working","displayName":"Cobalt-working","desc":"@[furnace]s can now make [cobalt ingot]s from [cobalt ore]","icon":[16,0,"magixmod"],"type":"tech","cost":{"insight":145},"category":"tier1","startWith":0,"tier":8306,"req":{"smelting":true,"construction II":true},"precededBy":["smelting","construction II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":73},{"name":"agriculture","displayName":"Agriculture","desc":"@Unlocks [wheat farm,Farms]. Later on, you will not only be able to produce [food] for your civilization, but also a variety of [magic essences,Essences] out of magical plants! @Since you may have trouble fitting all these farms in the mortal world, you will unlock some extra space to set them up later!","icon":[16,2,"magixmod"],"type":"tech","cost":{"insight":575},"category":"tier1","startWith":0,"tier":3295,"req":{"Wizard complex":true,"gardening":true},"precededBy":["Wizard complex","gardening"],"leadsTo":["juice-crafting","farm of the sugar cane","deeper wells","Farm of wheat","veggie fertilizer","gardening II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":74},{"name":"juice-crafting","displayName":"Juice-crafting","desc":"@Allows you to craft [juices] from [fruit], [sugar], and [water]. Be careful, however, as [juices] may spoil. [spoiled juices] make your people even more unhappy and unhealthy than normal muddy water.","icon":[16,4,"magixmod"],"type":"tech","cost":{"insight":450,"wisdom":50},"category":"tier1","startWith":0,"tier":3795,"req":{"agriculture":true,"gardening":true},"precededBy":["agriculture","gardening"],"leadsTo":["moar juices","juicy expertise","nutrition","meat diet"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":75},{"name":"farm of the sugar cane","displayName":"Farm of the sugar cane","desc":"Getting this will make [sugar cane] farms possible.","icon":[15,4,"magixmod",24,1],"type":"tech","cost":{"insight":495,"wisdom":50},"category":"tier1","startWith":0,"tier":3840,"req":{"agriculture":true,"gardening":true},"precededBy":["agriculture","gardening"],"leadsTo":["candy-crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":76},{"name":"precious pottery","displayName":"Precious pottery","desc":"@Improves pottery in your civilization, allowing people to craft more beautiful [precious pot]s and useful [potion pot]s. //These pots sure are really precious...","icon":[16,8,"magixmod"],"type":"tech","cost":{"insight":650,"wisdom":60},"category":"tier1","startWith":0,"tier":8841,"req":{"construction II":true},"precededBy":["construction II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":77},{"name":"alchemy","displayName":"Alchemy","desc":"@Now you may start a new adventure with...potions! //splash potions when though","icon":[16,9,"magixmod"],"type":"tech","cost":{"insight":720,"wisdom":60},"category":"tier1","startWith":0,"tier":9291,"req":{"maths III":true},"precededBy":["maths III"],"leadsTo":["terrain conservacy","medicaments brewing","alcohol brewing","mana brewery II","ingredient crafting","bigger potion pallet","combat potion & concoction brewing","alphabet 3/3","pumpkins II","families full of love","mana brewery III","alchemical fuels"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":78},{"name":"terrain conservacy","displayName":"Terrain conservacy","desc":"@Unlocks a subclass of [architect] whose job is to set up [alchemy zone]s. Some units will use [alchemy zone]s instead of [land]!","icon":[17,5,"magixmod",24,1],"type":"tech","cost":{"insight":940,"wisdom":60},"category":"tier1","startWith":0,"tier":11791,"req":{"alchemy":true,"map details":true},"precededBy":["alchemy","map details"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":79},{"name":"first aid","displayName":"First aid","desc":"@The [sick] and [wounded] will have a higher chance to recover, but require [first aid things]. [healer]s with the option to heal the wounded are now more efficient. This research generates [health] from [healer]s at a low rate.<>Also adds a new mode for [artisan]s that will let you craft [first aid things].","icon":[15,9,"magixmod"],"type":"tech","cost":{"insight":680,"wisdom":60},"category":"tier1","startWith":0,"tier":740,"req":{"better healing":true},"precededBy":["better healing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":80},{"name":"maths","displayName":"Maths","desc":"@people will know basic math, making them more intelligent and allowing them to have less problems with understanding more complex researches. @allows you to notate small numbers","icon":[17,1,"magixmod",22,1],"type":"tech","cost":{"insight":20},"category":"tier1","startWith":0,"tier":65,"req":{"oral tradition":true,"writing":true},"precededBy":["oral tradition","writing"],"leadsTo":["maths II","tile inspection II"],"effects":[{"type":"provide res","what":{"cultural balance":-3}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":81},{"name":"maths II","displayName":"Maths II","desc":"@[population,People] will know more about math, making them even more intelligent. @Your [population,people] have a larger chance to understand more complex things. @improves your civilization's numeral system @introduces equations","icon":[0,35,"magixmod",17,1,"magixmod",23,1],"type":"tech","cost":{"insight":80},"category":"tier1","startWith":0,"tier":550,"req":{"oral tradition":true,"maths":true,"city planning":true},"precededBy":["oral tradition","maths","city planning"],"leadsTo":["maths III","physics","time measuring 1/2"],"effects":[{"type":"provide res","what":{"cultural balance":-6}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":82},{"name":"maths III","displayName":"Maths III","desc":"@increase the math skills of your civilization: required for further researching. <>@unlocks ways to calculate proportions which may be needed in chemistry or more complex witchery and wizardry. Depending on their [will to know more], they can know slightly more than that. @increases current equation knowledge and introduces functions //I would research it now!","icon":[1,35,"magixmod",18,4,"magixmod"],"type":"tech","cost":{"insight":360,"wisdom":10},"category":"tier1","startWith":0,"tier":8511,"req":{"oral tradition":true,"maths II":true,"plain island building":true},"precededBy":["oral tradition","maths II","plain island building"],"leadsTo":["alchemy","maths IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":83},{"name":"ink crafting","displayName":"Ink crafting","desc":"[artisan] will be able to craft [ink], which can be used by [poet]s. You can craft ink using a new [artisan] mode.","icon":[18,7,"magixmod"],"type":"tech","cost":{"insight":360},"category":"tier1","startWith":0,"tier":8391,"req":{"plain island building":true},"precededBy":["plain island building"],"leadsTo":["poetry","noting","bookwriting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":84},{"name":"poetry","displayName":"Poetry","desc":"A beautiful art of culture. Poems, stories, essays, novels and so much more can now be written down and be cherished for generations!","icon":[18,8,"magixmod"],"type":"tech","cost":{"insight":650,"culture":300,"inspiration":25},"category":"tier1","startWith":0,"tier":9366,"req":{"plain island building":true,"ink crafting":true},"precededBy":["plain island building","ink crafting"],"leadsTo":["better papercrafting recipe"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":85},{"name":"moar juices","displayName":"Moar juices","desc":"Allows you to craft [juices] out of [vegetable]s now.//Moar juice!!!","icon":[17,4,"magixmod"],"type":"tech","cost":{"insight":805},"category":"tier1","startWith":0,"tier":9911,"req":{"plain island building":true,"juice-crafting":true},"precededBy":["plain island building","juice-crafting"],"leadsTo":["more humid water"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":86},{"name":"medicaments brewing","displayName":"Medicaments brewing","desc":"[alchemist]s will now be able to craft medicaments out of [flowers,Various flowers] and [herb]s at their stands.","icon":[18,2,"magixmod"],"type":"tech","cost":{"insight":750},"category":"tier1","startWith":0,"tier":10041,"req":{"alchemy":true},"precededBy":["alchemy"],"leadsTo":["healing with brews","bigger potion pallet","combat potion & concoction brewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":87},{"name":"alcohol brewing","displayName":"Alcohol brewing","desc":"[alchemist]s will now be able to craft alcohol at their stands (using their own recipe). Alcohol can be used to craft trunks.","icon":[18,3,"magixmod"],"type":"tech","cost":{"insight":750},"category":"tier1","startWith":0,"tier":10041,"req":{"alchemy":true},"precededBy":["alchemy"],"leadsTo":["bigger potion pallet","combat potion & concoction brewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":88},{"name":"mana brewery II","displayName":"Mana brewery II","desc":"[alchemist]s will now be able to craft [mana] at their stands! To do it, they will use the same recipe as the [mana maker], producing the same amount.","icon":[0,35,"magixmod",19,2,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"tier1","startWith":0,"tier":10291,"req":{"alchemy":true},"precededBy":["alchemy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":89},{"name":"stronger faith","displayName":"Stronger faith","desc":"Unlocks the [cathedral], which requires [holy essence] as upkeep. Soothsayers will gain less [faith], but [church,Churches] will gain more than [soothsayer]s now!","icon":[19,3,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":18716,"req":{"Wizard complex":true,"7th essence":true,"ritualism":true},"precededBy":["Wizard complex","7th essence","ritualism"],"leadsTo":["stronger faith II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":90},{"name":"healing with brews","displayName":"Better healing brews","desc":"@[sick] people will have a larger chance to get recovered when treated by [healer]s that use [medicament brews,Brews]","icon":[19,6,"magixmod"],"type":"tech","cost":{"insight":650,"wisdom":60},"category":"tier1","startWith":0,"tier":10751,"req":{"better healing":true,"medicaments brewing":true},"precededBy":["better healing","medicaments brewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":91},{"name":"physics","displayName":"Physics","desc":"People that know how physics work will understand why towers are falling, why apples will fall, why some objects float while others sink, and much more. //Provides 2 [education]","icon":[13,10,"magixmod"],"type":"tech","cost":{"insight":1000,"science":1},"category":"tier1","startWith":0,"tier":1551,"req":{"maths II":true,"will to know more":true},"precededBy":["maths II","will to know more"],"leadsTo":["monument-building II","mo' floorz","spell of capacity","better house construction","physics II","dynamics","festive lights"],"effects":[{"type":"provide res","what":{"education":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":92},{"name":"monument-building II","displayName":"Monument-building II","desc":"@Unlocks the [temple of deities], a mid-legacy wonder. It is much bigger than than the [mausoleum] and may lead to victory!","icon":[0,35,"magixmod",14,10,"magixmod"],"type":"tech","cost":{"insight":1400,"culture":300,"spirituality":15,"faith":125},"category":"upgrade","startWith":0,"tier":3401,"req":{"construction":true,"burial":true,"culture of the afterlife":true,"physics":true},"precededBy":["construction","burial","culture of the afterlife","physics"],"leadsTo":["2nd portal sky","advanced casting","lovely monument","2nd portal past"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":93},{"name":"weapon blacksmithery","displayName":"Weapon blacksmithery","desc":"[blacksmith workshop,Blacksmiths] can now craft [metal weapons] (just like [metal tools]).","icon":[13,11,"magixmod",22,1],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":175,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":94},{"name":"armor blacksmithery","displayName":"Armor blacksmithery","desc":"[blacksmith workshop,Blacksmiths] can now craft [armor set]s (just like [metal tools]).","icon":[12,11,"magixmod",22,1],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":175,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":95},{"name":"mo' floorz","displayName":"Mo' floorz","desc":"Each [floored house] will gain a 4th floor, allowing them to fit 10 more [population,People] for every [floored house]. However, the chance for a house collapsing is increased by 1%.//nothing is better than the view from atop a floored house","icon":[14,11,"magixmod"],"type":"tech","cost":{"insight":750,"wisdom":15},"category":"upgrade","startWith":0,"tier":2316,"req":{"physics":true},"precededBy":["physics"],"leadsTo":["non-magical filters improvement","even mo' floorz"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":96},{"name":"spell of capacity","displayName":"Spell of capacity","desc":"Smart wizards figured out a spell which will increase the maximum food/material storage of [warehouse]s, [barn]s, [granary,Granaries], [storage pit]s, and [stockpile]s by 20%.","icon":[4,1,"magixmod",23,1],"type":"tech","cost":{"insight":750,"wisdom":15,"mana":100000,"wind essence":3000},"category":"upgrade","startWith":0,"tier":105316,"req":{"physics":true},"precededBy":["physics"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":97},{"name":"better house construction","displayName":"Better house construction","desc":"Without any requiring any more resources, you'll be able to compact the [land] usage of some houses. @You gain +1 [housing] from every 8 [house]s, @You gain +1 [housing] for every 5 [brick house with a silo,Brick houses].","icon":[8,11,"magixmod"],"type":"tech","cost":{"insight":750,"wisdom":15},"category":"upgrade","startWith":0,"tier":2316,"req":{"physics":true},"precededBy":["physics"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":98},{"name":"deeper wells","displayName":"Deeper wells","desc":"@[well]s provide 5% more water. Only boosts normal [well]s.","icon":[31,15,"magixmod"],"type":"tech","cost":{"insight":490,"wisdom":30},"category":"upgrade","startWith":0,"tier":3815,"req":{"agriculture":true},"precededBy":["agriculture"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":99},{"name":"prospecting II","displayName":"Prospecting II","desc":"@[mine]s can now dig in search of [nickel ore,Nickel] or focus on exclusively mining [various stones] with tripled efficiency.","icon":[11,12,"magixmod"],"type":"tech","cost":{"insight":270},"category":"upgrade","startWith":0,"tier":405,"req":{"prospecting":true,"mining":true,"a gift from the mausoleum":true},"precededBy":["prospecting","mining","a gift from the mausoleum"],"leadsTo":["quarrying II","platinum-working","nickel-working","bigger kilns","deep mining & quarrying"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":100},{"name":"quarrying II","displayName":"Quarrying II","desc":"@[quarry] can now dig for [various cut stones] using a new special mode. @Quarries are now able to gather [platinum ore,Platinum]","icon":[10,12,"magixmod"],"type":"tech","cost":{"insight":355},"category":"upgrade","startWith":0,"tier":780,"req":{"prospecting II":true,"quarrying":true},"precededBy":["prospecting II","quarrying"],"leadsTo":["quarrying III","prospecting III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":101},{"name":"platinum-working","displayName":"Platinum-working","desc":"@[furnace]s can now make [platinum ingot]s from [platinum ore]@[blacksmith workshop]s can now forge [platinum block]s out of [platinum ingot]s //not that huge in size though","icon":[5,11,"magixmod"],"type":"tech","cost":{"insight":120},"category":"tier1","startWith":0,"tier":570,"req":{"smelting":true,"prospecting II":true},"precededBy":["smelting","prospecting II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":102},{"name":"nickel-working","displayName":"Nickel-working","desc":"@[furnace]s can now make [hard metal ingot]s from [nickel ore].","icon":[1,12,"magixmod"],"type":"tech","cost":{"insight":100},"category":"tier1","startWith":0,"tier":550,"req":{"smelting":true,"prospecting II":true},"precededBy":["smelting","prospecting II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":103},{"name":"papercrafting","displayName":"Papercrafting","desc":"@unlocks the [Paper-crafting shack], which lets you create 3 types of paper:@papyrus out of [sugar cane] @pergamin out of [hide], [leather] @common paper out of [bamboo] with the help of a secret non-magic recipe","icon":[18,12,"magixmod"],"type":"tech","cost":{"insight":480,"wisdom":5},"category":"tier1","startWith":0,"tier":925,"req":{"city planning":true,"a gift from the mausoleum":true},"precededBy":["city planning","a gift from the mausoleum"],"leadsTo":["bookcrafting","better papercrafting recipe"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":104},{"name":"ingredient crafting","displayName":"Ingredient crafting","desc":"Alchemists can now craft a special ingredients for more advanced potions. They will use up [basic brews] and [misc materials].","icon":[17,9,"magixmod"],"type":"tech","cost":{"insight":500,"wisdom":5},"category":"tier1","startWith":0,"tier":9796,"req":{"alchemy":true},"precededBy":["alchemy"],"leadsTo":["dark-essenced ingredients","wind-essenced ingredients","nature-essenced ingredients"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":105},{"name":"2nd portal sky","displayName":"The second portal","desc":"After your people heard [the god's call], your wizards full of faith figured out a way to activate a portal to Paradise!","icon":[20,3,"magixmod"],"type":"tech","cost":{"insight":1595,"culture":300,"mana":2500,"influence":70,"spirituality":50,"population":1000},"category":"tier1","startWith":0,"tier":16386,"req":{"belief in portals":true,"first portal to new world":true,"the god's call":true,"monument-building II":true},"precededBy":["belief in portals","first portal to new world","the god's call","monument-building II"],"leadsTo":["paradise building","7th essence","automation","manufacturing","land acknowledge","treeplanting","cooking II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":106},{"name":"paradise building","displayName":"Paradise building","desc":"Unlocks a new sheet of buildings which can only be built in the newly opened Paradise. Also allows you to create [alchemy zone]s using [land of the Paradise]! //I'd construct...a huge campfire","icon":[19,13,"magixmod"],"type":"tech","cost":{"insight":4,"paradise tablet":1},"category":"tier1","startWith":0,"tier":16391,"req":{"2nd portal sky":true},"precededBy":["2nd portal sky"],"leadsTo":["7th essence","ambrosium treeplanting","ambrosium crafting","paradise crafting","explosive crafting & mining","intelligent blasting","bigger potion pallet","combat potion & concoction brewing","treeplanting","cooking II","paradise housing conceptions","paradise housing","Life-guiding","careful water storage"],"effects":[{"type":"provide res","what":{"industry point":800}},{"type":"show res","what":["industry point"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":107},{"name":"dark-essenced ingredients","displayName":"Dark-essenced ingredients","desc":"Unlocks a sheet of ingredients made with [dark essence] as a part of a mysterious recipe.","icon":[20,5,"magixmod"],"type":"tech","cost":{"insight":450,"dark essence":4000,"wisdom":10},"category":"tier1","startWith":0,"tier":14256,"req":{"ingredient crafting":true},"precededBy":["ingredient crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":108},{"name":"wind-essenced ingredients","displayName":"Wind-essenced ingredients","desc":"Unlocks a sheet of ingredients made with [wind essence] as a part of a mysterious recipe.","icon":[15,13,"magixmod"],"type":"tech","cost":{"insight":450,"wind essence":4000,"wisdom":10},"category":"tier1","startWith":0,"tier":14256,"req":{"ingredient crafting":true},"precededBy":["ingredient crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":109},{"name":"nature-essenced ingredients","displayName":"Nature-essenced ingredients","desc":"Unlocks a sheet of ingredients made with [nature essence] as a part of a mysterious recipe.","icon":[18,13,"magixmod"],"type":"tech","cost":{"insight":450,"nature essence":4000,"wisdom":10},"category":"tier1","startWith":0,"tier":14256,"req":{"ingredient crafting":true},"precededBy":["ingredient crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":110},{"name":"7th essence","displayName":"7th essence","desc":"Your people have discovered another essence which can be felt in the Paradise's air. @Unlocks the [holy wizard tower], which produces a new type of essence!//But shouldn't holy essence vaporize dark essence?","icon":[20,6,"magixmod",8,12,23,1],"type":"tech","cost":{"insight":1325},"category":"tier1","startWith":0,"tier":17716,"req":{"2nd portal sky":true,"paradise building":true},"precededBy":["2nd portal sky","paradise building"],"leadsTo":["stronger faith","7th complex tower","gt1","gt2","gt3","gt4","gt5","at1","at2","at3","at4","at5"],"effects":[{"type":"provide res","what":{"science":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":111},{"name":"7th complex tower","displayName":"7th complex tower","desc":"Due to the 7th essence being discovered, [Wizard Complex,Wizard Complexes] can build up a new tower specifically for it.@Getting this will make each [Wizard Complex] use an additional 6 [mana] for separate collection of [holy essence], but provide more [housing]!","icon":[20,8,"magixmod"],"type":"tech","cost":{"insight":695},"category":"tier1","startWith":0,"tier":18411,"req":{"7th essence":true,"Wizard complex":true},"precededBy":["7th essence","Wizard complex"],"leadsTo":["stronger faith II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":112},{"name":"architects knowledge","displayName":"Architectural information","desc":"[architect,Architects] will now be able to build [brick house with a silo,Brick houses] and [floored house]s.","icon":[21,7,"magixmod"],"type":"tech","cost":{"insight":668,"wisdom":2},"category":"upgrade","startWith":0,"tier":8801,"req":{"construction II":true},"precededBy":["construction II"],"leadsTo":["city planning II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":113},{"name":"bookcrafting","displayName":"Bookcrafting","desc":"[artisan]s will now be able to craft [empty book,Books]. //By the way, there's really no hard limit to how long these descriptions can be (well, until you hit the string limit or something weird like that). Let's go: Konrad Wallenrod is an 1828 narrative poem, in Polish, by Adam Mickiewicz, set in the 14th-century Grand Duchy of Lithuania. Mickiewicz wrote it, while living in St. Petersburg, Russia, in protest against the late-18th-century partitioning of the Polish-Lithuanian Commonwealth by the Russian Empire, the Kingdom of Prussia, and the Habsburg Monarchy. Mickiewicz had been exiled to St. Petersburg for his participation in the Philomaths organization at Vilnius University. The poem helped inspire the Polish November 1830 Uprising against Russian rule. Though its subversive theme was apparent to most readers, the poem escaped censorship due to conflicts among the censors and, in the second edition, a prefatory homage to Tsar Nicholas I. Though Mickiewicz later disparaged the work, its cultural influence in Poland persists.
    Anyway, how's your day been?
    ","icon":[12,12,"magixmod"],"type":"tech","cost":{"insight":325},"category":"tier1","startWith":0,"tier":1250,"req":{"papercrafting":true},"precededBy":["papercrafting"],"leadsTo":["noting","bookwriting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":114},{"name":"noting","displayName":"Noting","desc":"[population,People] can now write notes to preseve and remember things and tasks! //note 48255","icon":[21,6,"magixmod"],"type":"tech","cost":{"insight":300},"category":"tier1","startWith":0,"tier":9501,"req":{"bookcrafting":true,"ink crafting":true},"precededBy":["bookcrafting","ink crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":115},{"name":"bookwriting","displayName":"Bookwriting","desc":"[florist's notes] and [poet's notes] may now be written into a book. @unlocks the [lodge of writers], who will convert their notes into books","icon":[12,13,"magixmod"],"type":"tech","cost":{"insight":300},"category":"tier1","startWith":0,"tier":9501,"req":{"bookcrafting":true,"ink crafting":true},"precededBy":["bookcrafting","ink crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":116},{"name":"better influence & authority","displayName":"Better influence & authority","desc":"Unlocks the [lawyer] and [mediator] roles. A [mediator] will solve conflicts and gain [happiness] from solving them, while a [lawyer] will copy and share the code of law.","icon":[21,0,"magixmod"],"type":"tech","cost":{"insight":1015},"category":"upgrade","startWith":0,"tier":3735,"req":{"Wizard complex":true},"precededBy":["Wizard complex"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":117},{"name":"ambrosium treeplanting","displayName":"Ambrosium treeplanting","desc":"@Unlocks the [holy orchard] from which you can get [ambrosium leaf,Ambrosium leaves].","icon":[21,11,"magixmod"],"type":"tech","cost":{"insight":1015},"category":"tier1","startWith":0,"tier":17406,"req":{"paradise building":true,"land acknowledge":true,"treeplanting":true},"precededBy":["paradise building","land acknowledge","treeplanting"],"leadsTo":["ambrosium crafting","paradise crafting","explosive crafting & mining","intelligent blasting","ancestors world crafting","soil for moisture-loving plants"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":118},{"name":"ambrosium crafting","displayName":"Ambrosium crafting","desc":"@Unlocks the [ambrosium shard shack], which can craft [ambrosium shard]s with the use of [mana], [cloudy water], and [ambrosium leaf,Ambrosium leaves].","icon":[13,14,"magixmod"],"type":"tech","cost":{"insight":980},"category":"tier1","startWith":0,"tier":18386,"req":{"ambrosium treeplanting":true,"paradise building":true},"precededBy":["ambrosium treeplanting","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":119},{"name":"paradise crafting","displayName":"Paradise crafting","desc":"@Some buildings / crafting shacks from mortal world can be built in Paradise as a separated unit.","icon":[0,14,"magixmod",21,15,"magixmod"],"type":"tech","cost":{"insight":650},"category":"tier1","startWith":0,"tier":18056,"req":{"ambrosium treeplanting":true,"paradise building":true},"precededBy":["ambrosium treeplanting","paradise building"],"leadsTo":["cloudy water filtering","moderated workstation planning","workstation planning","dark side","tool refinery 1/2","at(ct)","magical hive frames"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":120},{"name":"explosive crafting & mining","displayName":"Explosive crafting & mining","desc":"Unlocks the [explosive mine] (well, you also need [intelligent blasting]). @Unlocks the [pyro-artisan] (an artisan for [light explosives,Explosives], which requires [sulfur] for explosion power). Mines will start gathering some [sulfur] with the ALL modes selected. Both [mine] and [mine of the plain island] can gather it.","icon":[20,15,"magixmod"],"type":"tech","cost":{"insight":850,"wisdom":10},"category":"tier1","startWith":0,"tier":18266,"req":{"ambrosium treeplanting":true,"paradise building":true},"precededBy":["ambrosium treeplanting","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":121},{"name":"intelligent blasting","displayName":"Intelligent blasting","desc":"Unlocks the [explosive mine]. With [light explosives,Explosives], miners will be able to, well, blast off underground! These mines cannot be prospected, but they still can be turned on/off. These mines have a larger rate of accidents than normal [mine]s!","icon":[14,15,"magixmod"],"type":"tech","cost":{"insight":850,"science":1,"wisdom":9},"category":"tier1","startWith":0,"tier":18266,"req":{"ambrosium treeplanting":true,"paradise building":true},"precededBy":["ambrosium treeplanting","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":122},{"name":"bigger potion pallet","displayName":"Bigger potion pallet","desc":"Unlocks more potion types. These are [combat potions], which are throwable and may be used in battle. This unlocks [jar for concoctions,Concoctions], which are used to craft other potions. Unlocks stands, which allow you to craft pots for these types of potion out of a [potion pot].","icon":[21,16,"magixmod"],"type":"tech","cost":{"insight":850,"science":1,"wisdom":9},"category":"tier1","startWith":0,"tier":20022,"req":{"alcohol brewing":true,"medicaments brewing":true,"alchemy":true,"paradise building":true},"precededBy":["alcohol brewing","medicaments brewing","alchemy","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":123},{"name":"combat potion & concoction brewing","displayName":"Combat potion & concoction brewing","desc":"Allows you to craft basic 4 [combat potions] and 2 [jar for concoctions,Concoctions] with new stands.","icon":[20,16,"magixmod"],"type":"tech","cost":{"insight":850,"science":1,"wisdom":9},"category":"tier1","startWith":0,"tier":20022,"req":{"alcohol brewing":true,"medicaments brewing":true,"alchemy":true,"paradise building":true},"precededBy":["alcohol brewing","medicaments brewing","alchemy","paradise building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":124},{"name":"dark wonder","displayName":"Dark wonder","desc":"Unlocks [the cemetarium]: the dark wonder. //You do not have to stay on its grounds to feel a trembling fear of this place...","icon":[22,3,"magixmod"],"type":"tech","cost":{"insight":770,"science":1,"wisdom":9},"category":"tier1","startWith":0,"tier":780,"req":{"revenants":true},"precededBy":["revenants"],"leadsTo":["hope of revenant abandoning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":125},{"name":"hope of revenant abandoning","displayName":"Hope of revenant abandoning","desc":"[happiness] harm from [wild corpse]s and [corpse]s is halved.","icon":[22,5,"magixmod"],"type":"tech","cost":{"insight":955,"science":1,"wisdom":9,"cemetarium construction point":250},"category":"upgrade","startWith":0,"tier":1995,"req":{"revenants":true,"dark wonder":true},"precededBy":["revenants","dark wonder"],"leadsTo":["liberating darkness"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":126},{"name":"better papercrafting recipe","displayName":"Better papercrafting recipe","desc":"Increases the amount of [paper] crafted in shacks by +40%. If you get [moderation] you get an additional 8%, while with [caretaking] you get just 4%.","icon":[8,12,14,12,"magixmod",21,15,"magixmod"],"type":"tech","cost":{"insight":846,"wisdom":9},"category":"upgrade","startWith":0,"tier":10706,"req":{"papercrafting":true,"poetry":true},"precededBy":["papercrafting","poetry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":127},{"name":"art of cooking","displayName":"Art of cooking","desc":"Unlocks the [chef]. Chefs know the delicate art of cooking tasty dishes and may make delectable [meals] for your people! [meals] can make people even happier and healthier.","icon":[23,13,"magixmod"],"type":"tech","cost":{"insight":535,"wisdom":30,"culture":400,"inspiration":200},"category":"tier1","startWith":0,"tier":1165,"req":{"cooking II":true},"precededBy":["cooking II"],"leadsTo":["art of cooking II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":128},{"name":"Farm of wheat","displayName":"Farm of wheat","desc":"Unlocks the [wheat farm], which gives you lots of [wheat].","icon":[23,12,"magixmod"],"type":"tech","cost":{"insight":420},"category":"tier1","startWith":0,"tier":3715,"req":{"agriculture":true},"precededBy":["agriculture"],"leadsTo":["flour-crafting I","flour-crafting II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":129},{"name":"flour-crafting I","displayName":"Flour-crafting I","desc":"
  • Unlocks a mode for [artisan] that allows you to process [wheat] into [flour].
  • ","icon":[9,7,"magixmod"],"type":"tech","cost":{"insight":685},"category":"tier1","startWith":0,"tier":4400,"req":{"Farm of wheat":true},"precededBy":["Farm of wheat"],"leadsTo":["flour-crafting II","baking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":130},{"name":"flour-crafting II","displayName":"Flour-crafting II","desc":"
  • Unlocks the [windmill]. Uses [land] but can process way more [wheat] at a time!
  • ","icon":[0,35,"magixmod",22,11,"magixmod"],"type":"tech","cost":{"insight II":10},"category":"tier2","startWith":0,"tier":4410,"req":{"Farm of wheat":true,"flour-crafting I":true,"eotm":true},"precededBy":["Farm of wheat","flour-crafting I","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":131},{"name":"baking","displayName":"Baking","desc":"
  • Unlocks the [bakery]. To bake [bread] more effectively, however, you will need more upgrades!//For now, your people will have a high chance to fail [bread]-baking, making it neither edible nor nutritious.
  • ","icon":[9,8,"magixmod"],"type":"tech","cost":{"insight":600},"category":"tier1","startWith":0,"tier":10411,"req":{"flour-crafting I":true,"construction II":true},"precededBy":["flour-crafting I","construction II"],"leadsTo":["baking II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":132},{"name":"baking II","displayName":"Baking II","desc":"
  • Baking [bread] is way more successful.
  • //Not only does the [bread] actually look like its edible now, but you'll also produce bread faster.","icon":[0,35,"magixmod",22,12,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"tier2","startWith":0,"tier":10426,"req":{"baking":true,"eotm":true},"precededBy":["baking","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":133},{"name":"battling thieves","displayName":"Battling thieves","desc":"Bad news...someone committed a crime...it is time to fight against the average [thief]. @Allows you to hire [guard]s that attempt to stop [thief,Thieves] in their tracks.","icon":[22,16,"magixmod"],"type":"tech","cost":{"insight":90},"category":"tier1","startWith":0,"tier":105,"req":{"hunting":true,"tribalism":false},"precededBy":["hunting"],"leadsTo":["coordination","punish the grinch!"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":134},{"name":"culture rise","displayName":"Culture rise","desc":"Makes the [fortress of cultural legacy] increase the power of [culture,cultural units].","icon":[22,17,"magixmod"],"type":"tech","cost":{"insight":70,"fortress construction point":200},"category":"upgrade","startWith":0,"tier":270,"req":{"cultural roots":true},"precededBy":["cultural roots"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":135},{"name":"trustworthy influence","displayName":"Trustworthy influence","desc":"Makes the [pagoda of democracy] increase the power of [influence,influence gathering units] by increasing the gain of [chieftain]s and [clan leader]s by 5%.","icon":[21,17,"magixmod"],"type":"tech","cost":{"insight":25,"pagoda construction point":200},"category":"upgrade","startWith":0,"tier":225,"req":{"political roots":true},"precededBy":["political roots"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":136},{"name":"knowledgeable","displayName":"Knowledgeable","desc":"Makes the [complex of dreamers] increase the power of [dreamer]s a little more. In addition, it directly adds 7,500 to your total [housing]. Let it have something from the [Wizard Complex]...","icon":[23,17,"magixmod"],"type":"tech","cost":{"complex construction point":200},"category":"upgrade","startWith":0,"tier":200,"req":{"roots of insight":true},"precededBy":["roots of insight"],"effects":[{"type":"provide res","what":{"housing":7500}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":137},{"name":"water filtering","displayName":"Water filtering","desc":"Obtaining this tech will make you fulfill one of two requirements to start cleaning [muddy water] and making [water] from it. <>The other one is obtaining [caretaking] or [moderation].","icon":[25,16,"magixmod"],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":80,"req":{"bows":true,"a gift from the mausoleum":true},"precededBy":["bows","a gift from the mausoleum"],"leadsTo":["better filtering","cloudy water filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":138},{"name":"better filtering","displayName":"Better filtering","desc":"Water filtrating units such as [water filter]s and [;water filter,its Moderation version] that can convert [muddy water] into potable [water] work 75% faster!","icon":[25,15,"magixmod"],"type":"tech","cost":{"insight":520,"wisdom":15},"category":"upgrade","startWith":0,"tier":8706,"req":{"water filtering":true,"burial in new world":true},"precededBy":["water filtering","burial in new world"],"leadsTo":["non-magical filters improvement"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":139},{"name":"non-magical filters improvement","displayName":"Non-magical filters improvement","desc":"Water filtrating units that can convert [muddy water] into potable [water], such as [water filter] and [;water filter,its Moderation version] will work 75% faster! //Upgrades, people, upgrades.","icon":[25,14,"magixmod"],"type":"tech","cost":{"insight":405,"wisdom":15},"category":"upgrade","startWith":0,"tier":11002,"req":{"better filtering":true,"mo' floorz":true},"precededBy":["better filtering","mo' floorz"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":140},{"name":"cloudy water filtering","displayName":"Cloudy water filtering","desc":"Obtaining this tech will unlock a way for you to make [cloudy water] turn into [water].<>While converting [cloudy water] into [water], you may obtain small pieces of a [cloud].","icon":[25,13,"magixmod"],"type":"tech","cost":{"insight":120,"wisdom":30,"water":-210},"category":"upgrade","startWith":0,"tier":18056,"req":{"water filtering":true,"paradise crafting":true},"precededBy":["water filtering","paradise crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":141},{"name":"faithful cloudy water filtering","displayName":"Faithful cloudy water filtering","desc":"Improve your [cloudy water] filters, making them 10% faster!","icon":[25,10,"magixmod"],"type":"tech","cost":{"insight":700,"wisdom":50,"faith":180,"cloud":600},"category":"upgrade","startWith":0,"tier":1530,"req":{"gt1":true},"precededBy":["gt1"],"leadsTo":["magical filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":142},{"name":"magical filtering","displayName":"Magical filtering","desc":"Using a little bit of magic for filtering will make filters that convert [cloudy water] or [muddy water] work 75% faster.<>Upkeep costs won't increase.","icon":[25,8,"magixmod"],"type":"tech","cost":{"insight":1300,"wisdom":25,"water essence":2500,"cloud":2000},"category":"upgrade","startWith":0,"tier":7355,"req":{"gt1":true,"gt2":true,"faithful cloudy water filtering":true},"precededBy":["gt1","gt2","faithful cloudy water filtering"],"leadsTo":["magical filtering II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":143},{"name":"improved furnace construction","displayName":"Improved furnace construction","desc":"People figured a way to make [furnace]s produce more by improving their design without any cost increases. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [furnace]s will work 20% more efficient. <>If they have chosen [caretaking], then [furnace]s will work 10% more efficient.","icon":[1,18,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":1000,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"leadsTo":["mining strategy","safer explosive usage"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":144},{"name":"focused gathering","displayName":"Focused gathering","desc":"[gatherer]s were always thinking that they can gather more. This tech is another chance for them. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [gatherer]s will gather 7.5% more. <>If they have chosen [caretaking], then [gatherer]s will work 12.5% more.","icon":[2,18,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":1000,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":145},{"name":"bigger fires","displayName":"Bigger fires","desc":"[firekeeper]s figured out how to make bigger fires. They will need to use more [stick]s but most important thing is that there will be profit <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [firekeeper]s will work 5% more efficient. <>If they have chosen [caretaking], then [firekeeper]s will work 8% more efficient.","icon":[3,18,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":1000,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":146},{"name":"motivation for artisans","displayName":"Motivation for artisans","desc":"[artisan]'s successful work made him work harder and become motivated. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [artisan]s will work 8% more efficient. <>If they have chosen [caretaking], then [artisan]s will work 4% more efficient. <>This doesn't include [artisan of juice] and [pyro-artisan]!","icon":[4,18,"magixmod"],"type":"tech","cost":{"insight":1000},"category":"upgrade","startWith":0,"tier":1000,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":147},{"name":"advanced casting","displayName":"Advanced casting","desc":"[blacksmith workshop,Blacksmiths] will get taught to be more exact and work more effectively. They may now craft basic industry gear and other things which they couldn't craft before.","icon":[5,18,"magixmod"],"type":"tech","cost":{"insight":830},"category":"tier1","startWith":0,"tier":4261,"req":{"smelting":true,"masonry":true,"monument-building II":true},"precededBy":["smelting","masonry","monument-building II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":148},{"name":"automation","displayName":"Automation","desc":"[moderation] is a path where people are going for automation to produce more and do less. Therefore, people will try to figure out ways to automate production.","icon":[6,18,"magixmod"],"type":"tech","cost":{"insight":1000,"wisdom":15,"inspiration":5,"culture":80,"influence":205},"category":"tier1","startWith":0,"tier":17691,"req":{"2nd portal sky":true,"moderation":true},"precededBy":["2nd portal sky","moderation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":149},{"name":"manufacturing","displayName":"Manufacturing","desc":"[caretaking] is a path where people are going for a long life. They do not care about production and automation as much and prefer manual work. However, getting this technology allows you to begin the process of finding new units!","icon":[7,18,"magixmod"],"type":"tech","cost":{"insight":1000,"wisdom":15,"inspiration":10,"culture":75,"influence":205},"category":"tier1","startWith":0,"tier":17691,"req":{"2nd portal sky":true,"caretaking":true},"precededBy":["2nd portal sky","caretaking"],"leadsTo":["manufacture units I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":150},{"name":"moderated workstation planning","displayName":"Moderated workstation planning","desc":"People lead by [moderation] want the exact plans of building. It leads to more advanced constructions.","icon":[11,18,"magixmod"],"type":"tech","cost":{"insight":995,"wisdom":5},"category":"tier1","startWith":0,"tier":19056,"req":{"paradise crafting":true,"moderation":true,"measuring system":true},"precededBy":["paradise crafting","moderation","measuring system"],"leadsTo":["factories I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":151},{"name":"workstation planning","displayName":"Workstation planning","desc":"People lead by [caretaking] do not need exact plans of building. They are interested in how many people it needs and where components will be arranged without super exact descriptions.","icon":[12,18,"magixmod"],"type":"tech","cost":{"insight":995,"wisdom":5},"category":"tier1","startWith":0,"tier":19056,"req":{"paradise crafting":true,"caretaking":true,"measuring system":true},"precededBy":["paradise crafting","caretaking","measuring system"],"leadsTo":["manufacture units I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":152},{"name":"manufacture units I","displayName":"Manufacture units I","desc":"Unlocks the [hut of potters] and [hovel of colours]. <>Note: If you will obtain this tech, [potter]s and [artisan]s on the Craft dyes mode will become useless and won't produce anything anymore. ","icon":[17,18,"magixmod"],"type":"tech","cost":{"insight":750,"wisdom":5,"stone":1365},"category":"tier1","startWith":0,"tier":22481,"req":{"workstation planning":true,"manufacturing":true},"precededBy":["workstation planning","manufacturing"],"leadsTo":["manufacture units II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":153},{"name":"factories I","displayName":"Factories I","desc":"Unlocks the [factory of pots] and [leather factory].<>Note: If you will obtain this tech, [potter]s and [clothier]s that are crafting [leather] and [drying rack]s will become useless and won't produce anything anymore.","icon":[18,18,"magixmod"],"type":"tech","cost":{"insight":750,"wisdom":5},"category":"tier1","startWith":0,"tier":19811,"req":{"moderated workstation planning":true,"moderation":true},"precededBy":["moderated workstation planning","moderation"],"leadsTo":["factories II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":154},{"name":"third passage to new world","displayName":"Third passage to new world","desc":"May unlocking the mysterious [New world,Third new world] begin!","icon":[12,19,"magixmod"],"type":"tech","cost":{"insight":785,"wisdom":5,"influence":175,"authority":10,"spirituality":25},"category":"tier1","startWith":0,"tier":1000,"req":{"dark side":true},"precededBy":["dark side"],"leadsTo":["underworld building 1/2","underworld building 2/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":155},{"name":"underworld building 1/2","displayName":"Underworld building 1/2","desc":"Allows you to build some stuff in the Underworld. Starts attracting 6 random Devil's traits...","icon":[27,3,"magixmod",14,19,"magixmod"],"type":"tech","cost":{"insight":90,"new world point":400},"category":"tier1","startWith":0,"tier":1490,"req":{"third passage to new world":true,"a feeling from the Underworld":true},"precededBy":["third passage to new world","a feeling from the Underworld"],"leadsTo":["underworld building 2/2","dt1","dt2","dt3","dt4","dt5","dt6","dt7","dt8","dt9","dt10","dt11","dt12","dt13","dt14","dt15","dt16","dt17","dt18"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":156},{"name":"underworld building 2/2","displayName":"Underworld building 2/2","desc":"Allows you to build some more stuff in the Underworld.","icon":[27,2,"magixmod",14,19,"magixmod"],"type":"tech","cost":{"insight":100,"new world point":6,"underworld tablet":1},"category":"tier1","startWith":0,"tier":1597,"req":{"third passage to new world":true,"a feeling from the Underworld":true,"underworld building 1/2":true},"precededBy":["third passage to new world","a feeling from the Underworld","underworld building 1/2"],"leadsTo":["physics II","eotm","power from beneath"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":157},{"name":"physics II","displayName":"Physics II","desc":"@People understand physics and weird anomalies in the world more. @provides 5 [education]","icon":[0,35,"magixmod",21,19,"magixmod"],"type":"tech","cost":{"insight":1100,"science":4,"culture":100},"category":"tier1","startWith":0,"tier":4352,"req":{"physics":true,"will to know more":true,"underworld building 2/2":true},"precededBy":["physics","will to know more","underworld building 2/2"],"leadsTo":["even mo' floorz","maths IV","parallel theory 1/3","parallel theory 2/3","dynamics II","physics III","faster understanding"],"effects":[{"type":"provide res","what":{"education":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":158},{"name":"even mo' floorz","displayName":"Even mo' floorz","desc":"[floored house]s will have gain 2 additional floors (which will allow 20 more people to live in each [floored house]), increasing its total capacity to 60.","icon":[16,19,"magixmod"],"type":"tech","cost":{"insight II":30,"science":5,"culture II":5},"category":"upgrade","startWith":0,"tier":5157,"req":{"physics II":true,"mo' floorz":true},"precededBy":["physics II","mo' floorz"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":159},{"name":"moderated carpentry","displayName":"Moderated carpentry","desc":"[carpenter workshop]s use more materials and [land] but its production is tripled. <>It also applies visual changes to both Paradise and normal [carpenter workshop]s because this tech will boost both types (however, the [wtr] edition is not boosted).","icon":[29,16,"magixmod"],"type":"tech","cost":{"insight II":10},"category":"tier2","startWith":0,"tier":35,"req":{"moderation":true,"eotm":true,"oil-digging":true},"precededBy":["moderation","eotm","oil-digging"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":160},{"name":"richer language","displayName":"Richer language","desc":"The language that everyone uses for everyday life will become even richer. Your people will develop a more advanced grammar, a larger vocabulary, and more terms for describing objects and others! @provides 10 [wisdom II] //This is some sign of someone really smart, isn't it? They have a world that has over 20 synonyms. Can you believe it?","icon":[27,7,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"tier2","startWith":0,"tier":25,"req":{"eotm":true,"language":true},"precededBy":["eotm","language"],"leadsTo":["Improved rhetoric","code of law II","focused scouting","symbolism II","trees of faith II"],"effects":[{"type":"provide res","what":{"wisdom II":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":161},{"name":"Improved rhetoric","displayName":"Improved rhetoric","desc":"People will use more words while communicating. They will do their best to make the language and vocabulary survive through many future generations. @provides 10 [wisdom II] @provides 5 [inspiration II]","icon":[27,8,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"tier2","startWith":0,"tier":40,"req":{"eotm":true,"richer language":true,"speech":true},"precededBy":["eotm","richer language","speech"],"leadsTo":["ritualism II","bigger kilns","symbolism II"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":162},{"name":"code of law II","displayName":"Code of law II","desc":"The [code of law] will get more exact and specific. This new [code of law] will result in more complex punishment systems for potential burglars to ensure justice is served. @provides 3 [authority II]","icon":[0,35,"magixmod",27,6,"magixmod"],"type":"tech","cost":{"insight II":10,"influence II":4,"culture II":6},"category":"tier2","startWith":0,"tier":165,"req":{"eotm":true,"richer language":true,"code of law":true},"precededBy":["eotm","richer language","code of law"],"leadsTo":["guilds unite","glory","policy revaluation"],"effects":[{"type":"provide res","what":{"authority II":3}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":163},{"name":"sewing II","displayName":"Sewing II","desc":"@[clothier]s will be able to sew [hardened clothes] (with [weaving III]) @this clothing type will require a piece of [dried leather] and some [thread]s","icon":[0,35,"magixmod",27,9,"magixmod"],"type":"tech","cost":{"insight II":10},"category":"upgrade","startWith":0,"tier":580,"req":{"weaving":true,"weaving II":true,"eotm":true},"precededBy":["weaving","weaving II","eotm"],"leadsTo":["weaving III"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":164},{"name":"weaving III","displayName":"Weaving III","desc":"Upgrades the sewing skills of your civilization again! @[clothier]s can craft [hardened clothes] when they learn how to weave better and more durable clothing.","icon":[1,35,"magixmod",27,12,"magixmod"],"type":"tech","cost":{"insight II":20},"category":"upgrade","startWith":0,"tier":600,"req":{"wizardry":true,"sewing II":true,"weaving II":true,"eotm":true},"precededBy":["wizardry","sewing II","weaving II","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":165},{"name":"magical soil","displayName":"Magical soil","desc":"People can craft a new type of soil using the one from the first island. On this new soil, people will be able to plant magic plants that can gather [magic essences] for you! These use the same amount of [land of the Plain Island] as other farms there, but provide [mana] and [magic essences,Various magic essences] instead!","icon":[27,18,"magixmod"],"type":"tech","cost":{"insight II":15,"science":1},"category":"tier2","startWith":0,"tier":166,"req":{"wizardry":true,"eotm":true},"precededBy":["wizardry","eotm"],"leadsTo":["seed-enchanting","grain fertilizer","smokers & Windferns","withering tulips & Watorchids","lightlily & Naturdaisy","holy roses farm","gt6","more capacious racks","nutritious magical soil","master mana-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":166},{"name":"seed-enchanting","displayName":"Seed-enchanting","desc":"@unlocks a new mode for [artisan] that will allow them to enchant [seeds], turning them into [essenced seeds]! Planting and taking care of these special items will enable you to plant magical plants that help you gather essences.","icon":[27,17,"magixmod"],"type":"tech","cost":{"insight II":20,"science":2},"category":"tier2","startWith":0,"tier":188,"req":{"eotm":true,"magical soil":true},"precededBy":["eotm","magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":167},{"name":"ritualism II","displayName":"Ritualism II","desc":"@provides 3 [spirituality II] @[wisdom rituals] and [flower rituals] can be activated again, but these rituals will require [faith II] as upkeep rather than [faith] @[soothsayer]s and [druid]s will change icons now <>Simple practices, eroded and polished by long time, may turn into rites and traditions!","icon":[0,35,"magixmod",27,5,"magixmod"],"type":"tech","cost":{"culture II":5,"faith II":2,"insight II":10,"influence II":2,"faith":6},"category":"religion","startWith":0,"tier":80,"req":{"oral tradition":true,"ritualism":true,"eotm":true,"Improved rhetoric":true},"precededBy":["oral tradition","ritualism","eotm","Improved rhetoric"],"leadsTo":["symbolism II","music","spiritual piety","policy revaluation","carols"],"effects":[{"type":"provide res","what":{"spirituality II":3}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":168},{"name":"grain fertilizer","displayName":"Grain fertilizer","desc":"Multiplies the efficiency of all [bakery,Bakeries], [wheat farm]s, and [windmill]s by 1.5.","icon":[27,4,"magixmod"],"type":"tech","cost":{"insight II":30},"category":"upgrade","startWith":0,"tier":196,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":169},{"name":"smokers & Windferns","displayName":"Smokers & Windferns","desc":"Unlocks new farms for the first island. At these farms, you can farm [fire essence] and [wind essence] out of plants that need 'em. People get their seeds and petals and then disenchant it, gaining desired essence.","icon":[27,16,"magixmod"],"type":"tech","cost":{"insight II":12,"faith II":1,"culture II":2},"category":"tier2","startWith":0,"tier":181,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":170},{"name":"withering tulips & Watorchids","displayName":"Withering tulips & Watorchids","desc":"Unlocks new farms! At these farms you can farm [dark essence] and [water essence] out of plants that need 'em. People get their seeds and petals and then disenchant it, gaining desired essence.","icon":[27,15,"magixmod"],"type":"tech","cost":{"insight II":8,"faith II":1,"culture II":1},"category":"tier2","startWith":0,"tier":176,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":171},{"name":"lightlily & Naturdaisy","displayName":"Lightlily & Naturdaisy","desc":"Unlocks new farms! On them you can farm [lightning essence] and [nature essence] out of plants that need 'em. People get their seeds and petals and then disenchant it, gaining desired essence.","icon":[27,14,"magixmod"],"type":"tech","cost":{"insight II":12,"faith II":1,"culture II":2},"category":"tier2","startWith":0,"tier":181,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":172},{"name":"holy roses farm","displayName":"Holy roses farm","desc":"Unlocks the [holy essence] farm! There people plant seeds of the Holy rose that grow and emit some special light (like a firefly). People get their seeds and petals and then disenchant it, which gives desired essence.","icon":[27,13,"magixmod"],"type":"tech","cost":{"insight II":8,"faith II":1,"culture II":1},"category":"tier2","startWith":0,"tier":176,"req":{"magical soil":true},"precededBy":["magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":173},{"name":"water construction","displayName":"Water construction","desc":"@unlocks [shelter on water,Shelters on water] and [stockpile on water,Stockpiles on water] //Hey...is that a dolphin swimming underneath my house?","icon":[36,21,"magixmod"],"type":"tech","cost":{"insight":70},"category":"tier1","startWith":0,"tier":340,"chance":10,"req":{"construction":true},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":193},{"name":"firework crafting","displayName":"Firework crafting","desc":"@unlocks the [artisan of new year]. //New year, new adventures","icon":[0,0,"seasonal"],"type":"tech","cost":{"insight":30},"category":"seasonal","startWith":0,"tier":30,"req":{"culture of celebration":true,"tribalism":false},"precededBy":["culture of celebration"],"leadsTo":["firework launching","dark essenced fireworks"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":231},{"name":"firework launching","displayName":"Firework launching","desc":"@unlocks the [firework launcher]. This allows the [artisan of new year] to craft [firecracker]s. //Boom","icon":[17,0,"seasonal"],"type":"tech","cost":{"insight":70},"category":"seasonal","startWith":0,"tier":100,"req":{"culture of celebration":true,"firework crafting":true,"tribalism":false},"precededBy":["culture of celebration","firework crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":232},{"name":"dark essenced fireworks","displayName":"Dark essenced fireworks","desc":"@[artisan of new year] can now craft [dark orange firework]s and [dark blue firework]s. Luckily for you, these do not consume any [dark essence,Essence]!","icon":[16,0,"seasonal"],"type":"tech","cost":{"insight":400},"category":"seasonal","startWith":0,"tier":3150,"req":{"culture of celebration":true,"firework crafting":true,"Wizard complex":true,"tribalism":false},"precededBy":["culture of celebration","firework crafting","Wizard complex"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":233},{"name":"ancestors world crafting","displayName":"Ancestors world crafting","desc":"@Some buildings or crafting shacks from the mortal world can be built in the ancestors world as a separate unit!","icon":[0,14,"magixmod",0,18,"magixmod"],"type":"tech","cost":{"insight":650},"category":"tier1","startWith":0,"tier":23576,"req":{"ambrosium treeplanting":true,"ancestors world building":true},"precededBy":["ambrosium treeplanting","ancestors world building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":234},{"name":"artistic gray cells","displayName":"Artistic gray cells","desc":"You see flashes of culture...but who were the ones who mode them? These flashes of thought slowly made you more and more inspired. The ancestors of culture give you their power...providing you with various gains: @+3 [culture] @+3 [inspiration] @idle [worker]s will work at 1/20th the rate of a [storyteller] for free","icon":[4,12,"magixmod",6,12,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":235},{"name":"genius feeling","displayName":"A genius feeling","desc":"You feel like you are a genius (or at least, quite smart). Your people noticed it, as this feeling may help their fate. @You gain +6 [insight] and +6% [dreamer] speed! //That's gorgeous...","icon":[4,12,"magixmod",1,17,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["sleep-speech"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":236},{"name":"authority of the ancestor","displayName":"Authority of the ancestor","desc":"You feel like you have someone from the past inside you. You feel his strong authority...he's inside you. You gain:@+1 [influence] @+1 [authority] //We need a strong tribe ruler!","icon":[4,12,"magixmod",6,13,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":237},{"name":"a gift from the mausoleum","displayName":"A gift from the Mausoleum","icon":[0,7,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["wizardry","more useful housing","prospecting II","papercrafting","water filtering","instruction","globetrottering","plant lore II"],"effects":[{"type":"show context","what":["flowers"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":238},{"name":"a feeling from the Underworld","displayName":"A feeling from the Underworld","desc":"You feel an unusual and slightly dark warmth. It appears to be a rather strange call from the Underworld... @Allows you to finish unlocking the Underworld!","icon":[8,12,9,5,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["underworld building 1/2","underworld building 2/2"],"effects":[{"type":"provide res","what":{"new world point":400}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":239},{"name":"underworld's ascendant","displayName":"The Underworld's Ascendant","desc":"You managed to do several large feats to attract someone new! You will now gain +1 [adult] during new runs, who is [adult,The Underworld's Ascendant]! //hello underworld","icon":[15,19,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["power from beneath"],"effects":[{"type":"provide res","what":{"adult":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":240},{"name":"guilds unite","displayName":"Guilds unite","desc":"Getting this changes the icons of guilds and lodges and also adds 2 [housing] capacity to each guild or lodge. However, the hiring amount is increased to 100.","icon":[29,8,"magixmod"],"type":"tech","cost":{"insight II":25,"culture II":10,"influence II":5},"category":"tier2","startWith":0,"tier":8266,"req":{"cities":true,"construction II":true,"code of law II":true},"precededBy":["cities","construction II","code of law II"],"leadsTo":["city planning III(m)"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":241},{"name":"focused scouting","displayName":"Focused scouting","desc":"@[scout]s and [wanderer]s become smarter by discovering new safer techniques of exploring, like advanced star navigation. It may make exploring safer...<>This tech will allow you to find new adventures and places with the same units. //Increases the exploration cap.","icon":[10,21,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"upgrade","startWith":0,"tier":100,"chance":2,"req":{"tool-making":true,"richer language":true,"well-digging":true},"precededBy":["tool-making","richer language","well-digging"],"leadsTo":["cozy building","cozier building","beyond the edge","advanced mapping"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":242},{"name":"bigger kilns","displayName":"Bigger kilns","desc":"@People can build bigger and more compact [kiln]s that are more efficient and use the same amount of [land]. <>Increases the efficiency of all [Kiln] types by 50% but doubles the upkeep cost of this unit. <>In addition, this tech changes their visual look.","icon":[21,21,"magixmod"],"type":"tech","cost":{"insight II":15},"category":"upgrade","startWith":0,"tier":8901,"chance":4,"req":{"Improved rhetoric":true,"construction II":true,"masonry":true,"weaving II":true,"prospecting II":true},"precededBy":["Improved rhetoric","construction II","masonry","weaving II","prospecting II"],"leadsTo":["more experienced healers","better kiln construction","inspirated carvers","mo' concrete","charcoal production I"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":243},{"name":"symbolism II","displayName":"Symbolism II","desc":"@increases the [symbolism] bonus from 20 to 40%, and also works with [druid]s.","icon":[0,35,"magixmod",30,14,"magixmod"],"type":"tech","cost":{"culture II":15,"insight II":10},"category":"upgrade","startWith":0,"tier":125,"req":{"oral tradition":true,"ritualism II":true,"Improved rhetoric":true,"richer language":true,"symbolism":true},"precededBy":["oral tradition","ritualism II","Improved rhetoric","richer language","symbolism"],"leadsTo":["maths IV","music","policy revaluation","leaves of wisdom","carols","essential transmutation II","branches of wisdom","faster understanding"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":244},{"name":"cozy building","displayName":"Cozy building","desc":"@People now want to obtain warmth using various heat sources! This is always a solution for cold nights if people living inside have no clothing. People will now add chimneys to their huts, hovels, and houses. Some archaic shelters also get an improvement. <>Because of this, a few simple buildings will look different!","icon":[29,3,"magixmod"],"type":"tech","cost":{"insight II":20},"category":"upgrade","startWith":0,"tier":120,"chance":3,"req":{"sedentism":true,"tool-making":true,"focused scouting":true},"precededBy":["sedentism","tool-making","focused scouting"],"leadsTo":["cozier building","paradise housing","quarrying III","prospecting III","ancestors world housing"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":245},{"name":"cozier building","displayName":"Cozier building","desc":"@people began thinking about having some additional decorations near their houses. <>Getting this makes buildings look even better, changing the look of basic buildings and also unlocking something new.","icon":[29,4,"magixmod"],"type":"tech","cost":{"insight II":25,"culture II":5},"category":"upgrade","startWith":0,"tier":150,"chance":3,"req":{"cozy building":true,"focused scouting":true,"caretaking":true},"precededBy":["cozy building","focused scouting","caretaking"],"leadsTo":["next-to house fruitbushes"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":246},{"name":"maths IV","displayName":"Maths IV","desc":"@Expands the mathematical knowledge of your scholars by letting them study more complex function analysis, calculating variables in terms of other variables, solving more complex equations, and generally pushing their math skills to the limit. @Improves your average citizen's math knowledge. @provides 5 [education] and 40 [wisdom II] @Unlocks the fourth tier of a few specific techs //thanks to the math stuff mentioned here, college is getting really hard","icon":[2,35,"magixmod",8,21,"magixmod",24,1],"type":"tech","cost":{"insight II":50,"science":8,"culture II":12},"category":"tier2","startWith":0,"tier":12488,"req":{"physics II":true,"symbolism II":true,"maths III":true},"precededBy":["physics II","symbolism II","maths III"],"leadsTo":["essential conversion tank overclock I","mathV(sums)","mathV(3dgeo)","mathV(algebra)","beekeeping IV","quarrying IV"],"effects":[{"type":"provide res","what":{"education":5}},{"type":"provide res","what":{"wisdom II":40}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":247},{"name":"fires from logs","displayName":"Fires from logs","desc":"[firekeeper]s will be able to start fires out of [log]s as well.//So...coal or logs?","icon":[9,21,"magixmod",23,1],"type":"tech","cost":{"insight II":10},"category":"tier2","startWith":0,"tier":10,"req":{"eotm":true},"precededBy":["eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":248},{"name":"paradise housing conceptions","displayName":"Paradise housing conceptions","desc":"This technology doesn't unlock new housing for the Paradise yet. But, in the future, you will obtain similar technologies that finally will unlock new [housing] options. <>Paradise housing is limited, however. God doesn't want his the homeland to be filled with houses and look like your mortal world.","icon":[0,21,"magixmod"],"type":"tech","cost":{"insight":1000,"culture":390,"inspiration":16,"faith":259},"category":"tier1","startWith":0,"tier":18056,"req":{"paradise building":true},"precededBy":["paradise building"],"leadsTo":["paradise housing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":249},{"name":"paradise housing","displayName":"Paradise housing","desc":"Unlocks new buildings which are unique to the Paradise, however, every type of [housing] will be limited in some way. Paradise is not like the first island, as it is not a spot where you can build as much housing as you wish; Paradise isn't and never will be totally yours. <>Unlocks [treehouse]s, [cozy lodge]s, [Hardened house]s, and [cozy paradise hut]s. Interestingly, Paradise is a lush world, so your people do not need to construct chimneys for their houses at all.","icon":[1,21,"magixmod"],"type":"tech","cost":{"insight II":70},"category":"tier2","startWith":0,"tier":18176,"req":{"paradise building":true,"paradise housing conceptions":true,"cozy building":true},"precededBy":["paradise building","paradise housing conceptions","cozy building"],"leadsTo":["paradise shelters"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":250},{"name":"science blessing","displayName":"Science blessing","desc":"@[guru]s and [transcendentalist]s generate 50% more. @Various alchemy stands will operate thrice as fast. @provides 2 bonus [science] //I've gotten blessed with more knowledge!","icon":[0,35,"magixmod",29,5,"magixmod"],"type":"tech","cost":{"insight II":5,"mana":500},"category":"tier2","startWith":0,"tier":510,"req":{"science master":true},"precededBy":["science master"],"leadsTo":["season for inventing","sabotaged knowledge"],"effects":[{"type":"provide res","what":{"science":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":251},{"name":"music","displayName":"Music","desc":"People can now use music as one of the pillars of cultural heritage. @unlocks a new tech that lets you unlock [musician]s @makes [storyteller]s more limited until you unlock that tech","icon":[29,17,"magixmod"],"type":"tech","cost":{"insight II":15,"culture II":25},"category":"tier2","startWith":0,"tier":165,"req":{"symbolism II":true,"ritualism II":true},"precededBy":["symbolism II","ritualism II"],"leadsTo":["music instruments","carols","cultural people"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":253},{"name":"music instruments","displayName":"Musical instruments","desc":"You unlock the [musician], which uses instruments gathered from materials around the tribe. [storyteller]s will also no longer be so limited.","icon":[29,18,"magixmod"],"type":"tech","cost":{"insight II":10,"culture II":25},"category":"tier2","startWith":0,"tier":200,"req":{"music":true},"precededBy":["music"],"leadsTo":["eota"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":254},{"name":"more experienced healers","displayName":"More experienced healers","desc":"All [healer]s are more efficient. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [healer]s will work 3% more efficient. <>If they have chosen [caretaking], then [healer]s will work 6% more efficient.","icon":[14,21,"magixmod"],"type":"tech","cost":{"insight II":50,"science":5},"category":"upgrade","startWith":0,"tier":8956,"req":{"bigger kilns":true},"precededBy":["bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":255},{"name":"better kiln construction","displayName":"Better kiln construction","desc":"All [kiln]s are more efficient. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [kiln]s will work 10% more efficient. <>If they have chosen [caretaking], then [kiln]s will work 5% more efficient.","icon":[15,21,"magixmod"],"type":"tech","cost":{"insight II":50,"science":5},"category":"upgrade","startWith":0,"tier":8956,"req":{"bigger kilns":true},"precededBy":["bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":256},{"name":"inspirated carvers","displayName":"More inspired carvers","desc":"[carver]s are more efficient. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [carver]s will work 3% more efficient. <>If they have chosen [caretaking], then [carver]s will work 6% more efficient.","icon":[16,21,"magixmod"],"type":"tech","cost":{"insight II":50,"science":5},"category":"upgrade","startWith":0,"tier":8956,"req":{"bigger kilns":true},"precededBy":["bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":257},{"name":"mo' concrete","displayName":"Mo' concrete","desc":"[concrete making shack]s are more efficient. <>This technology will give you a bonus depending on the path your people have chosen. <>If they have chosen [moderation], then [concrete making shack]s will work 20% more efficient. <>If they have chosen [caretaking], then [concrete making shack]s will work 5% more efficient.","icon":[17,21,"magixmod"],"type":"tech","cost":{"insight II":50,"science":5},"category":"upgrade","startWith":0,"tier":8956,"req":{"bigger kilns":true},"precededBy":["bigger kilns"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":258},{"name":"more capacious racks","displayName":"More capacious racks","desc":"[drying rack]s become thrice as efficient. //...","icon":[18,21,"magixmod"],"type":"tech","cost":{"insight II":25},"category":"upgrade","startWith":0,"tier":191,"req":{"caretaking":true,"magical soil":true},"precededBy":["caretaking","magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":259},{"name":"oil-digging","displayName":"Oil-digging","desc":"[quarry,Quarries] will now try to look for [oil]. Although they don't understand exactly, what it is, they think it could be useful... //kind of weird-looking","icon":[29,2,"magixmod"],"type":"tech","cost":{"insight II":25},"category":"tier2","startWith":0,"tier":25,"req":{"moderation":true,"eotm":true},"precededBy":["moderation","eotm"],"leadsTo":["moderated carpentry","oil-digging II","charcoal production I"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":260},{"name":"bigger factory racks","displayName":"Bigger factory racks","desc":"[leather factory,Leather factories] dry twice as much [leather] without any [happiness] harm.","icon":[29,19,"magixmod"],"type":"tech","cost":{"insight II":25},"category":"upgrade","startWith":0,"tier":25,"req":{"moderation":true,"eotm":true},"precededBy":["moderation","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":261},{"name":"next-to house fruitbushes","displayName":"Next-to house fruitbushes","desc":"People who live in [house]s can now gather various [fruit]s from bushes that they plant next to their houses. //Berries,raspberries, berries...there are so many kinds!","icon":[29,15,"magixmod"],"type":"tech","cost":{"insight II":10},"category":"tier2","startWith":0,"tier":160,"req":{"caretaking":true,"eotm":true,"cozier building":true},"precededBy":["caretaking","eotm","cozier building"],"leadsTo":["fertile bushes"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":262},{"name":"Fruit supplies","displayName":"Fruit supplies","desc":"Obtaining Experienced gives you an extra 100 [fruit]s at the start! Hope your people enjoy it :) //Let's make a prehistoric fruit salad...","icon":[4,12,"magixmod",28,22,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"fruit":100}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":263},{"name":"life has its theme","displayName":"Life has its theme","desc":"From now on, you can change the game theme :) // A special reward for upgrading the [mausoleum] to Level 6...enjoy!","icon":[4,12,"magixmod",29,23,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":264},{"name":"smaller but efficient","displayName":"Smaller but efficient","desc":"The [brick house with a silo], [house], [hovel], [hut], [shelter on water], [branch shelter] and [mud shelter] buildings will only use 0.9 [land] rather than 1 full piece of [land]. //*Insert claustrophobic feelings here*","icon":[28,23,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"chance":1,"req":{"tribalism":false},"leadsTo":["mentors of nature"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":265},{"name":"glory","displayName":"Glory","desc":"@provides 7 [authority II] @Increases the efficiency of [chieftain]s and [clan leader]s by 10% @Applies visual changes for [chieftain] and [clan leader]. @You gain 1 [influence II] every 5 years. @[mediator]s gather twice as much [influence].","icon":[23,23,"magixmod"],"type":"tech","cost":{"influence II":5,"insight II":50,"culture II":20,"influence":160},"category":"upgrade","startWith":0,"tier":400,"req":{"code of law II":true},"precededBy":["code of law II"],"leadsTo":["policy revaluation"],"effects":[{"type":"provide res","what":{"authority II":7}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":266},{"name":"spiritual piety","displayName":"Spiritual piety","desc":"@provides 7 [spirituality II] @Increases [faith] gains of [church,Churches] significantly @Applies visual changes for [grave] and [church]. @One [grave] provides 3 [burial spot]s and uses 0.7 [land] instead of 1.","icon":[26,23,"magixmod"],"type":"tech","cost":{"faith II":5,"insight II":50,"culture II":20},"category":"religion","startWith":0,"tier":155,"req":{"ritualism II":true,"ritualism":true,"gt6":true},"precededBy":["ritualism II","ritualism","gt6"],"effects":[{"type":"provide res","what":{"spirituality II":7}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":267},{"name":"essential conversion tank overclock I","displayName":"Essential conversion overclocking","desc":"@[essential conversion tank]s will be able to convert essentials a little more often. People can overclock these tanks to cause conversion to occur even more often!","icon":[6,22,"magixmod"],"type":"tech","cost":{"insight II":80},"category":"upgrade","startWith":0,"tier":12703,"req":{"maths IV":true,"gt6":true,"monument-building":true,"construction":true},"precededBy":["maths IV","gt6","monument-building","construction"],"leadsTo":["smartness of essentials"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":268},{"name":"mining strategy","displayName":"Mining strategy","desc":"Decreases the accident rate in [mine]s. @Increases the efficiency of [mine] by 5%. @Applies a visual change to [mine]s.","icon":[17,23,"magixmod"],"type":"tech","cost":{"insight II":50,"science":2},"category":"tier2","startWith":0,"tier":1202,"req":{"policy revaluation":true,"moderation":true,"mining":true,"quarrying":true,"caretaking":false,"improved furnace construction":true,"symbolism":true},"precededBy":["policy revaluation","moderation","mining","quarrying","improved furnace construction","symbolism"],"leadsTo":["plain island mining strategy"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":270},{"name":"safer explosive usage","displayName":"Safer explosive usage","desc":"Decreases the accident rate of [explosive mine]s by making them safer. @Also ncreases the efficiency of [explosive mine] by 5% by teaching them more effective ways to mine! @Applies a visual change to [explosive mine]s.","icon":[19,23,"magixmod"],"type":"tech","cost":{"insight II":50,"science":2},"category":"tier2","startWith":0,"tier":1202,"req":{"policy revaluation":true,"caretaking":true,"mining":true,"quarrying":true,"moderation":false,"improved furnace construction":true,"symbolism":true},"precededBy":["policy revaluation","caretaking","mining","quarrying","improved furnace construction","symbolism"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":271},{"name":"nutritious magical soil","displayName":"Nutritious magical soil","desc":"Increases the efficiency of [farm of withering tulips,Essence farms] by 10%. This compounds with the boost from [gt6].","icon":[21,23,"magixmod"],"type":"tech","cost":{"insight II":45,"culture II":15,"faith II":3,"influence II":2,"mana":1500,"science":2},"category":"upgrade","startWith":0,"tier":1733,"req":{"policy revaluation":true,"magical soil":true},"precededBy":["policy revaluation","magical soil"],"leadsTo":["juicy nutritious magical soil","essenced soil for moisture-loving plants"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":272},{"name":"master mana-making","displayName":"Master mana-making","desc":"[mana maker]s are four times faster due to improved methods of crafting [mana]. @Applies a visual change to your [mana maker]s.","icon":[3,24,"magixmod"],"type":"tech","cost":{"insight II":90,"culture II":15},"category":"upgrade","startWith":0,"tier":271,"req":{"policy revaluation":true,"magical soil":true},"precededBy":["policy revaluation","magical soil"],"leadsTo":["burial wormhole 2/2","liberating darkness"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":274},{"name":"magical presence","displayName":"Magical presence","desc":"You feel some weird stuff inside of your body. Sometimes it is warm, and at other times it makes you feel weird, but there doesn't seem to be anything bad that this presence has made. @Increases the efficiency of all [fire wizard tower,Wizard towers] by 5% without increasing [mana] upkeep. @Unlocks a new theme (check the [theme changer] if you have it)","icon":[4,12,"magixmod",2,24,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["hunting III","fishing III","burial wormhole 1/2","juicy nutritious magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":275},{"name":"hunting III","displayName":"Hunting III","desc":"@[hunter]s become more coordinated. This tech decreases the amount of accidents where a victim becomes [hunter]. @[hunter] will have a new icon and endurance hunting will no longer be available.","icon":[8,22,"magixmod"],"type":"tech","cost":{"insight II":65,"science":2,"influence II":3},"category":"upgrade","startWith":0,"tier":620,"req":{"policy revaluation":true,"magical presence":true,"fishing II":true},"precededBy":["policy revaluation","magical presence","fishing II"],"leadsTo":["fishing III","hunter's coordination","an armor for Hunter","hunters & fishers unification"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":276},{"name":"fishing III","displayName":"Fishing III","desc":"This tech may unlock something that truly will make [fisher] become better. @[fisher]s will get a new icon and catching by hand will no longer be available.","icon":[7,22,"magixmod"],"type":"tech","cost":{"insight II":65,"science":3,"culture II":2},"category":"upgrade","startWith":0,"tier":690,"req":{"policy revaluation":true,"magical presence":true,"hunting III":true},"precededBy":["policy revaluation","magical presence","hunting III"],"leadsTo":["fisher's smartness","hunters & fishers unification"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":277},{"name":"hunter's coordination","displayName":"Hunter's coordination","desc":"@Decreases the amount of hunting accidents slightly. Requires a small amount of [food] as upkeep. @Increases [wisdom II] by 10.","icon":[6,23,"magixmod"],"type":"tech","cost":{"insight II":80,"science":5},"category":"tier2","startWith":0,"tier":705,"req":{"hunting III":true},"precededBy":["hunting III"],"leadsTo":["hunters & fishers unification"],"effects":[{"type":"provide res","what":{"wisdom II":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":278},{"name":"an armor for Hunter","displayName":"Hunter armor","desc":"@Let your [hunter]s get some armor! //Getting this will decrease the amount of hunting accidents even more.","icon":[14,24,"magixmod"],"type":"tech","cost":{"insight II":80,"science":5},"category":"tier2","startWith":0,"tier":705,"req":{"hunting III":true},"precededBy":["hunting III"],"leadsTo":["hunters & fishers unification"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":279},{"name":"fisher's smartness","displayName":"Fisher's smartness","desc":"[fisher]s are twice as efficient, but as an upkeep he requires some [food]. //[fisher]s can now know how to lure different types of fishes optimally.","icon":[0,23,"magixmod"],"type":"tech","cost":{"insight II":45,"science":5},"category":"tier2","startWith":0,"tier":740,"req":{"fishing III":true},"precededBy":["fishing III"],"leadsTo":["hunters & fishers unification"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":280},{"name":"hunters & fishers unification","displayName":"Hunters & fishers unification","desc":"Unlocks a unit that merges [hunter]s and [fisher]s into one. @[harvest rituals] now boosts the speed of the [fishers & hunters camp] by 35% instead of [fisher]s and [hunter]s. @basic [hunter]s and [fisher]s will still be available, but will now become a lot slower","icon":[2,23,"magixmod"],"type":"tech","cost":{"insight II":55,"science":5},"category":"tier2","startWith":0,"tier":970,"chance":15,"req":{"fishing III":true,"hunting III":true,"fisher's smartness":true,"hunter's coordination":true,"an armor for Hunter":true},"precededBy":["fishing III","hunting III","fisher's smartness","hunter's coordination","an armor for Hunter"],"leadsTo":["camp-cooking","fertile bushes","supreme fast filtering","supreme cloudy fast filtering","ink-fishing"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":281},{"name":"fertile bushes","displayName":"Fertile bushes","desc":"[house,Next-to house fruitbushes] are 20% more fertile. In fact, they gather 20% more [fruit]s! Yummy :) Also, [hovel with garden] gains 10% more.","icon":[1,24,"magixmod"],"type":"tech","cost":{"insight II":100,"culture II":20},"category":"upgrade","startWith":0,"tier":1180,"req":{"hunters & fishers unification":true,"next-to house fruitbushes":true},"precededBy":["hunters & fishers unification","next-to house fruitbushes"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":283},{"name":"supreme fast filtering","displayName":"Supreme fast filtering","desc":"[water filter]s will now perform conversion twice as often, doubling their efficiency.","icon":[5,24,"magixmod"],"type":"tech","cost":{"insight II":60},"category":"upgrade","startWith":0,"tier":1030,"req":{"hunters & fishers unification":true},"precededBy":["hunters & fishers unification"],"leadsTo":["supreme cloudy fast filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":284},{"name":"supreme cloudy fast filtering","displayName":"Supreme cloudy fast filtering","desc":"[cloudy water filter]s perform conversion twice as often, doubling their efficiency. //but in what way is it supreme","icon":[6,24,"magixmod"],"type":"tech","cost":{"insight II":80},"category":"upgrade","startWith":0,"tier":1110,"req":{"hunters & fishers unification":true,"supreme fast filtering":true},"precededBy":["hunters & fishers unification","supreme fast filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":285},{"name":"Improved alchemy techniques","displayName":"Improved alchemy techniques","desc":"[basic brewing stand]s will become 50% more efficient. //but how do these work","icon":[16,23,"magixmod"],"type":"tech","cost":{"insight II":65,"science":7,"culture II":23},"category":"upgrade","startWith":0,"tier":95,"req":{"camp-cooking":true},"precededBy":["camp-cooking"],"leadsTo":["mo 'wine"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":286},{"name":"mo 'wine","displayName":"Mo 'wine","desc":"[alcohol brewing stand] and [alcohol drink brewing stand] become thrice as efficient.","icon":[15,23,"magixmod"],"type":"tech","cost":{"insight II":80,"science":5},"category":"upgrade","startWith":0,"tier":180,"req":{"Improved alchemy techniques":true},"precededBy":["Improved alchemy techniques"],"leadsTo":["burial wormhole 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":287},{"name":"burial wormhole 1/2","displayName":"Burial wormhole 1/2","desc":"People start thinking about how to use magic without harming their reputation, especially the darker forms of it in order to get rid of [corpse]s. //One of them said that if our people had so many portals already, couldn't you just make some more for burying these [corpse]s?","icon":[27,3,"magixmod",22,22,"magixmod"],"type":"tech","cost":{"insight II":100,"science":6,"faith II":4,"influence II":5},"category":"tier2","startWith":0,"tier":295,"req":{"magical presence":true,"mo 'wine":true},"precededBy":["magical presence","mo 'wine"],"leadsTo":["doctrine of the dark wormhole 1/5","doctrine of the dark wormhole 2/5","doctrine of the dark wormhole 3/5","doctrine of the dark wormhole 4/5","doctrine of the dark wormhole 5/5"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":288},{"name":"doctrine of the dark wormhole 1/5","displayName":"Doctrine of the dark wormhole 1/5","desc":"This part of the doctrine is about conception of making a small plane where the [corpse]s will lie in the way that will allow to fit over millions of [corpse]s. //Your [wizard]s seem really impressed reading about the doctrine. @provides 10 [wisdom II] and 2 [inspiration II]","icon":[21,22,"magixmod",16,22,"magixmod"],"type":"tech","cost":{"insight II":100,"science":6,"faith II":4,"influence II":5,"culture II":10},"category":"tier2","startWith":0,"tier":420,"req":{"burial wormhole 1/2":true},"tutorialMesg":["tutorial","Next part of the doctrine is knowledge. You don't have to roll new researches for it though. All you should do now is wait and not spend essentials, because the next part of the doctrine is not cheap. Even numbered stages are traits while odd numbered stages are represented as researches.",[32,27,"magixmod"]],"precededBy":["burial wormhole 1/2"],"leadsTo":["doctrine of the dark wormhole 2/5"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":289},{"name":"doctrine of the dark wormhole 3/5","displayName":"Doctrine of the dark wormhole 3/5","desc":"This part of the doctrine is filled with valuable info about stability of various objects. Wormholes and portals must be stable. If anybody would enter an unstable world nobody knows what would happen to them. //Your [wizard]s feel goosebumps. @provides 10 [wisdom II] and 2 [inspiration II]","icon":[19,22,"magixmod",15,22,"magixmod"],"type":"tech","cost":{"insight II":105,"science":7,"faith II":4,"influence II":5,"culture II":10,"wisdom":50},"category":"tier2","startWith":0,"tier":476,"req":{"burial wormhole 1/2":true,"doctrine of the dark wormhole 2/5":true},"precededBy":["burial wormhole 1/2","doctrine of the dark wormhole 2/5"],"leadsTo":["doctrine of the dark wormhole 4/5","wizard's grain fertilizer","dynamics II"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":291},{"name":"doctrine of the dark wormhole 5/5","displayName":"Doctrine of the dark wormhole 5/5","desc":"This part of the doctrine is about miscellaneous information related to the wormhole. //Your [wizard]s feel secure. They may start thinking about running the first [dark wormhole]! @provides 7 [inspiration II]","icon":[17,22,"magixmod",14,22,"magixmod"],"type":"tech","cost":{"insight II":150,"science":7,"faith II":3,"influence II":5,"culture II":30,"wisdom":50},"category":"tier2","startWith":0,"tier":540,"req":{"burial wormhole 1/2":true,"doctrine of the dark wormhole 4/5":true},"precededBy":["burial wormhole 1/2","doctrine of the dark wormhole 4/5"],"leadsTo":["burial wormhole 2/2","corpse decay","liberating darkness","symbolism III","dt19","dt20","dt21","dt22","dt23","dt24","gt7","gt8","gt9","gt10","gt11","gt12","dt25","dt26","dt27","dt28","dt29","dt30","at6","at7","at8","at9","at10","at11","coloral symbolism III"],"effects":[{"type":"provide res","what":{"inspiration II":7}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":293},{"name":"burial wormhole 2/2","displayName":"Burial wormhole 2/2","desc":"Unlocks the [dark wormhole] (finally). It is a massive burial spot bonus but requires upkeep (in both [mana] and [dark essence]). Dark powers like death and fear exist within, and the corpses look scary and spooky. That keeps the wormhole stable.","icon":[27,2,"magixmod",22,22,"magixmod"],"type":"tech","cost":{"insight II":150,"science":10,"culture II":40},"category":"tier2","startWith":0,"tier":1011,"req":{"doctrine of the dark wormhole 5/5":true,"master mana-making":true},"precededBy":["doctrine of the dark wormhole 5/5","master mana-making"],"leadsTo":["corpse decay"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":294},{"name":"liberating darkness","displayName":"Liberating darkness","desc":"[the cemetarium] can now generate [dark essence] for you...
    but [wild corpse]s will become more deadly!","icon":[8,24,"magixmod"],"type":"tech","cost":{"insight II":130,"science":5,"faith II":5,"mana":20000},"category":"tier2","startWith":0,"tier":22946,"req":{"doctrine of the dark wormhole 5/5":true,"master mana-making":true,"hope of revenant abandoning":true},"precededBy":["doctrine of the dark wormhole 5/5","master mana-making","hope of revenant abandoning"],"leadsTo":["respect for the corpse","gods and idols"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":296},{"name":"CaP","displayName":"Crime and punishment","desc":"@provides more detailed laws related to criminals in your civilization. @you may unlock other variations of this research depending on your civilization's relation to death. @this variation predicts moderate punishments for various crimes such as robbery, murder. @for the biggest crimes, one can get sentenced to death.","icon":[30,34,"magixmod",22,1],"type":"tech","cost":{"influence":25},"category":"knowledge","startWith":0,"tier":155,"chance":200,"req":{"code of law":true,"CaP(cruel)":false,"CaP(light)":false},"precededBy":["code of law"],"leadsTo":["imprisonment"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":297},{"name":"Conveyor conception","displayName":"Conveyor conception","desc":"People lead by [automation] think about automating movement of produced things so they wouldn't have to move it by using their hands and they would focus more on work increasing efficiency of their [factories I,Factories].","icon":[0,24,"magixmod"],"type":"tech","cost":{"insight II":135},"category":"tier2","startWith":0,"tier":135,"chance":10,"req":{"policy revaluation":true,"moderation":true},"precededBy":["policy revaluation","moderation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":298},{"name":"mo' beauty","displayName":"Mo' beauty","desc":"Applies visual changes to some units. //Default units get \\"decorated\\" in a new way.","icon":[28,21,"magixmod",30,11,"magixmod"],"type":"tech","cost":{"insight II":5},"category":"upgrade","startWith":0,"tier":5,"req":{"doctrine of the dark wormhole 4/5":true},"tutorialMesg":["story2","Mo' beauty made cities look much, much nicer. Lanterns and flower decorations are finally spreading everywhere. Sometimes even tools (not joking now) have some shapes and patterns carved. You wander around and the huts are even more beautiful than they ever were; it seems like your people are always in a festival!"],"precededBy":["doctrine of the dark wormhole 4/5"],"leadsTo":["festive lights II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":299},{"name":"symbolism III","displayName":"Symbolism III","desc":"The third level of [symbolism] will symbolism bonuses apply to more units and become a little more powerful! //In addition, it provides: @10 [wisdom II], @10 [inspiration II], @3 [education], @5 [authority II], and @5 [spirituality II].","icon":[1,35,"magixmod",31,17,"magixmod"],"type":"tech","cost":{"insight II":145,"culture II":35,"influence II":5,"faith II":5,"science":10},"category":"upgrade","startWith":0,"tier":740,"req":{"doctrine of the dark wormhole 5/5":true,"symbI":false},"precededBy":["doctrine of the dark wormhole 5/5"],"leadsTo":["power of the faith","improved windmill motors","philosophy II","parallel theory 2/3","people of the arts"],"effects":[{"type":"provide res","what":{"inspiration II":10}},{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"education":3}},{"type":"provide res","what":{"authority II":5}},{"type":"provide res","what":{"spirituality II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":300},{"name":"wizard's grain fertilizer","displayName":"Wizard's grain fertilizer","desc":"You make can now make a fertilizer that make [wheat farm]s produce 150% more [wheat] instead of 50%. It was made by group of wizards who love eating bread for breakfast. (They cannot imagine life without any bread!)","icon":[30,17,"magixmod"],"type":"tech","cost":{"insight II":100,"mana":500,"culture II":33,"faith II":2},"category":"upgrade","startWith":0,"tier":1111,"req":{"doctrine of the dark wormhole 3/5":true},"precededBy":["doctrine of the dark wormhole 3/5"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":301},{"name":"plain island mining strategy","displayName":"Plain island mining strategy","desc":"Decreases the accident rate at the [mine of the plain island]. @Increases the efficiency of [mine of the plain island] by 5%. @Applies a visual change to [mine of the plain island]'s icon.","icon":[31,7,"magixmod"],"type":"tech","cost":{"insight II":50,"science":2},"category":"tier2","startWith":0,"tier":1254,"req":{"mining strategy":true},"precededBy":["mining strategy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":302},{"name":"power of the faith","displayName":"Power of the faith","desc":"Now the [crafting & farm rituals] bonus applies in various amounts to: @[blacksmith workshop]s (both the normal and paradise version) @[carpenter workshop]s (both the normal and paradise version) @[holy orchard]s @[artisan]s (including some subtypes)//These bonuses only work, however, when [crafting & farm rituals] is active (note that the upkeep needed won't increase). @provides 5 [spirituality II]","icon":[24,24,"magixmod"],"type":"tech","cost":{"culture II":25,"insight II":135,"science":5,"faith":26},"category":"religion","startWith":0,"tier":931,"chance":2,"req":{"symbolism III":true},"precededBy":["symbolism III"],"leadsTo":["gods and idols","sb1","sb2","sb3","sb4","do we need that much science?"],"effects":[{"type":"provide res","what":{"spirituality II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":304},{"name":"improved windmill motors","displayName":"Improved windmill motors","desc":"[windmill]s will craft 35% more [flour] with improved construction.","icon":[31,13,"magixmod"],"type":"tech","cost":{"insight II":165,"science":5,"culture II":21},"category":"upgrade","startWith":0,"tier":931,"chance":2,"req":{"symbolism III":true},"precededBy":["symbolism III"],"leadsTo":["backshift at farms"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":305},{"name":"backshift at farms","displayName":"Backshift at farms","desc":"[sugar cane farm]s produce 150% more and [wheat farm]s become twice as efficient. //However, now these farms require 50% more [worker]s and 40% more land due to way people increase the harvests of the farms. //Requires [moderation] to unlock this tech. Also, each [hovel with garden] is 10% more effective.","icon":[31,14,"magixmod"],"type":"tech","cost":{"insight II":180,"science":5,"influence II":10,"culture II":5},"category":"upgrade","startWith":0,"tier":1131,"chance":2,"req":{"improved windmill motors":true,"moderation":true},"precededBy":["improved windmill motors","moderation"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":306},{"name":"embalmment","displayName":"Embalmment","desc":"Smart people found out how to make a substance that will slow down the decay of corpses and discourage people from performing [ritual necrophagy,Necrophagy] on them. They think about crafting [urn]s to store [corpse]s.","icon":[31,20,"magixmod"],"type":"tech","cost":{"insight II":110,"science":5,"influence II":10,"culture II":5},"category":"tier2","startWith":0,"tier":130,"chance":5,"req":{"respect for the corpse":true},"precededBy":["respect for the corpse"],"leadsTo":["cremation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":308},{"name":"cremation","displayName":"Cremation","desc":"Unlocks the [crematorium]. Burns embalmed [corpse]s then all dust from [corpse] they put into the [urn].//You'll unlock better way of burying people. 1 [burial spot] can store 4 [urn]s.","icon":[30,16,"magixmod"],"type":"tech","cost":{"insight II":155,"science":10,"influence II":10,"culture II":35},"category":"tier2","startWith":0,"tier":340,"chance":5,"req":{"embalmment":true},"precededBy":["embalmment"],"leadsTo":["dark urn decay"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":309},{"name":"dark urn decay","displayName":"Dark urn decay","desc":"[corpse decay] now affects [urn]s as well.","icon":[30,15,"magixmod"],"type":"tech","cost":{"faith II":15,"insight II":135,"essenced seeds":300},"category":"tier2","startWith":0,"tier":790,"chance":5,"req":{"corpse decay":true,"cremation":true},"precededBy":["corpse decay","cremation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":310},{"name":"juicy nutritious magical soil","displayName":"Juicy nutritious magical soil","desc":"Increases the efficiency of [farm of withering tulips,Essence farms] by 10%. This compounds with the boost from [gt6] and previous soil upgrades.","icon":[31,11,"magixmod"],"type":"tech","cost":{"insight II":190,"culture II":20,"juices":1050,"culture":188},"category":"upgrade","startWith":0,"tier":3181,"req":{"policy revaluation":true,"nutritious magical soil":true,"magical presence":true},"precededBy":["policy revaluation","nutritious magical soil","magical presence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":311},{"name":"paper mastery","displayName":"Paper mastery","desc":"[Paper-crafting shack]s are thrice as efficient.","icon":[31,9,"magixmod"],"type":"tech","cost":{"insight II":125,"science":7,"influence II":3},"category":"upgrade","startWith":0,"tier":135,"req":{"camp-cooking":true},"precededBy":["camp-cooking"],"leadsTo":["even mo' paper"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":312},{"name":"even mo' paper","displayName":"Even mo' paper","desc":"[Paper-crafting shack]s produce 30% more [paper].//To get this bonus, you need to obtain [moderation] or [caretaking]. It does not matter which path your people will choose.","icon":[31,12,"magixmod"],"type":"tech","cost":{"insight II":135,"science":7,"influence II":6,"culture II":30,"faith II":2},"category":"upgrade","startWith":0,"tier":315,"req":{"paper mastery":true},"precededBy":["paper mastery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":313},{"name":"more humid water","displayName":"More humid water","desc":"By improving the water that you use, [sugar cane farm]s produce 150% more [sugar cane].","icon":[31,23,"magixmod"],"type":"tech","cost":{"insight":590},"category":"upgrade","startWith":0,"tier":10501,"req":{"moar juices":true},"precededBy":["moar juices"],"leadsTo":["concentrated juices"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":314},{"name":"soil for moisture-loving plants","displayName":"Soil for moisture-loving plants","desc":"Improve the soil of [sugar cane farm]s, making them produce 200% more [sugar cane]. //Compounds with previous bonuses.","icon":[31,24,"magixmod"],"type":"tech","cost":{"insight":1350,"culture":300},"category":"upgrade","startWith":0,"tier":19056,"req":{"ambrosium treeplanting":true},"precededBy":["ambrosium treeplanting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":315},{"name":"empowered canes","displayName":"Empowered canes","desc":"[sugar cane farm]s produce 300% more [sugar cane] by making them live longer and increasing their growth rate. //Compounds with previous bonuses.","icon":[31,25,"magixmod"],"type":"tech","cost":{"insight II":50,"culture II":15,"nature essence":20000},"category":"upgrade","startWith":0,"tier":20065,"req":{"eotm":true},"precededBy":["eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":316},{"name":"essenced soil for moisture-loving plants","displayName":"Essenced soil for moisture-loving plants","desc":"[sugar cane farm]s produce 300% more [sugar cane]. //Compounds with previous bonuses.","icon":[30,25,"magixmod"],"type":"tech","cost":{"insight II":90,"culture II":20,"influence II":3,"science":2,"magic essences":200000},"category":"upgrade","startWith":0,"tier":201848,"req":{"nutritious magical soil":true},"precededBy":["nutritious magical soil"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":317},{"name":"Storage at the bottom of the world","displayName":"Storage at the bottom of the world","desc":"Unlocks the [heavy warehouse]. It is built in the dark depths that surround the Underworld and covered with heavy metal.","icon":[30,13,"magixmod"],"type":"tech","cost":{"insight II":185,"culture II":15,"influence II":1,"science":4},"category":"tier2","startWith":0,"tier":205,"req":{"leaves of wisdom":true},"precededBy":["leaves of wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":318},{"name":"monument-building III","displayName":"Monument-building III","desc":"@[population,People] may now use almost every resource while constructing mystical, beautiful wonders.","icon":[1,35,"magixmod",0,25,"magixmod"],"type":"tech","cost":{"insight II":187,"science":8,"culture II":30},"category":"upgrade","startWith":0,"tier":225,"req":{"gods and idols":true},"precededBy":["gods and idols"],"leadsTo":["pantheon key","wonder 'o science"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":320},{"name":"life in faith","displayName":"Life in faith","desc":"You remember that you were staying near the Temple...and this memory alone has unbelievable powers! @+1 [faith] @+1 [spirituality] @3 new themes (check the [theme changer] if you have it)","icon":[4,12,"magixmod",1,9,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["pantheon key"],"effects":[{"type":"provide res","what":{"spirituality":1}},{"type":"provide res","what":{"faith":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":325},{"name":"pantheon key","displayName":"Pantheon key","desc":"Unlocks the Pantheon. Within it, you will meet 12 Seraphins. Each one will offer some boost, but may come with some backfires! Be sure to choose the Seraphins wisely! //You will get 4 [worship point]s that can be spent on choosing up to 4 Seraphins. Rejecting an already chosen one will not refund a spent [worship point] back to you, so be careful and think twice before you perform a choice! //You'll also unlock a new tab. From this new tab, you may start a trial. //Provides 25 [spirituality II] and 15 [authority II].","icon":[4,25,"magixmod",24,1],"type":"tech","cost":{"insight II":100,"faith II":10,"culture II":30,"godTemplePoint":500,"faith":80},"category":"religion","startWith":0,"tier":945,"req":{"life in faith":true,"monument-building III":true},"precededBy":["life in faith","monument-building III"],"effects":[{"type":"provide res","what":{"worship point":4}},{"type":"provide res","what":{"spirituality II":25}},{"type":"provide res","what":{"authority II":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":326},{"name":"skinning","displayName":"Skinning","desc":"[hunter]s will be able to gather [hide] out of killed animals.","icon":[31,26,"magixmod"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":55,"req":{"hunting":true,"sewing":true},"precededBy":["hunting","sewing"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":327},{"name":"herbalism","displayName":"Herbalism","desc":"[gatherer] can now gather [herb]s from some types of grass, bushes, and other plants.//Previously they were missing most of the herbs because they thought that it was simple grass.","icon":[31,27,"magixmod"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":20,"req":{"language":true},"precededBy":["language"],"leadsTo":["plant lore","healing","plant lore II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":328},{"name":"instruction","displayName":"Instruction","desc":"This will improve your people's communication among themselves. [population,People] will now be able to guide each other while doing their work to help out! //in fact, it can reduce confusion by a lot","icon":[30,27,"magixmod"],"type":"tech","cost":{"insight":30},"category":"tier1","startWith":0,"tier":135,"req":{"language":true,"a gift from the mausoleum":true,"alphabet 1/3":true},"precededBy":["language","a gift from the mausoleum","alphabet 1/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":329},{"name":"writing","displayName":"Writing","desc":"People can write, at least. Because they do not have any paper yet, they will write on stones, logs, and other nearby objects. Learning [writing] is required to unlock further researches.
    //writing H letter, then E, after E write L, then another L and O at the end.","icon":[16,27,"magixmod"],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":35,"req":{"language":true},"precededBy":["language"],"leadsTo":["code of law","maths","caligraphy","tile inspection II","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":330},{"name":"caligraphy","displayName":"Caligraphy","desc":"Your people can write but their characters are hard to be read. This technology will be a pass for things like [city planning].
    //Now that HELLO is readable...","icon":[17,27,"magixmod"],"type":"tech","cost":{"insight":30,"culture":5},"category":"tier1","startWith":0,"tier":70,"req":{"writing":true},"tutorialMesg":["story1","You glance at your tribe members for a while. Who knows if that small tribe is on a good way to become an empire or kingdom or whatever?"],"precededBy":["writing"],"leadsTo":["measuring system","alphabet 1/3","message memory","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":331},{"name":"alphabet 1/3","displayName":"Alphabet 1/3","desc":"Make people set up their own alphabet. This is needed to unlock more advanced concepts and to understand more!","icon":[28,27,"magixmod",29,27,"magixmod"],"type":"tech","cost":{"insight":30,"culture":5},"category":"tier1","startWith":0,"tier":105,"req":{"caligraphy":true},"precededBy":["caligraphy"],"leadsTo":["city planning","instruction","alphabet 2/3","tile inspection II","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":332},{"name":"alphabet 2/3","displayName":"Alphabet 2/3","desc":"Improves the set of characters in your people's alphabet. //May lead to the existence of native languages.","icon":[27,27,"magixmod",24,27,"magixmod"],"type":"tech","cost":{"insight":250,"culture":50},"category":"tier1","startWith":0,"tier":545,"req":{"alphabet 1/3":true,"wizardry":true},"precededBy":["alphabet 1/3","wizardry"],"leadsTo":["measuring system","alphabet 3/3","philosophy","map details"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":333},{"name":"alphabet 3/3","displayName":"Alphabet 3/3","desc":"Significantly expands the amount of characters in your people's language.","icon":[26,27,"magixmod",25,27,"magixmod"],"type":"tech","cost":{"insight":1400,"culture":500,"inspiration":20,"wisdom":40,"faith":180},"category":"tier1","startWith":0,"tier":11731,"req":{"alphabet 2/3":true,"artistic thinking":true,"alchemy":true},"precededBy":["alphabet 2/3","artistic thinking","alchemy"],"leadsTo":["philosophy II","compliments","very artful compliments","lovely monument"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":334},{"name":"philosophy","displayName":"Philosophy","desc":"Provides 25 [wisdom] for free. //Also increases the [symbolism] bonus for [dreamer]s from 40 to 50%. //Some people start wondering why things aren't different than they are.","icon":[23,27,"magixmod"],"type":"tech","cost":{"insight":400},"category":"tier1","startWith":0,"tier":945,"req":{"alphabet 2/3":true},"precededBy":["alphabet 2/3"],"leadsTo":["Life-guiding","winter holidays","love grows around us","bII(acceptance)","bII(normal)","symbolic cultural colors","symbolic knowledge colors"],"effects":[{"type":"provide res","what":{"wisdom":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":335},{"name":"philosophy II","displayName":"Philosophy II","desc":"[dreamer]s are 75% more efficient. @provides a bonus of +6 [science]","icon":[19,27,"magixmod"],"type":"tech","cost":{"insight II":150,"culture II":30},"category":"upgrade","startWith":0,"tier":12651,"chance":100,"req":{"alphabet 3/3":true,"symbolism III":true},"precededBy":["alphabet 3/3","symbolism III"],"effects":[{"type":"provide res","what":{"science":6}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":336},{"name":"Life-guiding","displayName":"Life-guiding","desc":"People start thinking about their lives. Provides 50 [inspiration] for free! //Conclusions and guides related to life begin to spread, making people less insecure and bringing answers to questions like...What to do? What to choose? How should I live?","icon":[18,27,"magixmod"],"type":"tech","cost":{"insight":2220,"culture":500},"category":"tier1","startWith":0,"tier":19811,"req":{"philosophy":true,"paradise building":true,"gt3":true},"precededBy":["philosophy","paradise building","gt3"],"effects":[{"type":"provide res","what":{"inspiration":50}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":338},{"name":"paradise shelters","displayName":"Paradise shelters","desc":"Unlocks the [paradise shelter]. It is made out of stones and can fit 4 people, but will also be limited.
    In addition, it adds +1 bonus [housing] for every 4 [paradise shelter]s.","icon":[14,27,"magixmod"],"type":"tech","cost":{"insight II":150,"culture II":40,"influence II":10,"science":10},"category":"tier2","startWith":0,"tier":18386,"req":{"paradise housing":true,"leaves of wisdom":true},"precededBy":["paradise housing","leaves of wisdom"],"leadsTo":["construction III","mo' shelterz"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":339},{"name":"do we need that much science?","displayName":"Do we need that much science?","desc":"Halves the amount of required [science] to roll/reroll new tech choices. @provides 20 [wisdom II].","icon":[9,27,"magixmod"],"type":"tech","cost":{"insight II":150,"faith II":14,"science":16,"influence II":15},"category":"tier2","startWith":0,"tier":1126,"req":{"leaves of wisdom":true,"power of the faith":true},"precededBy":["leaves of wisdom","power of the faith"],"leadsTo":["construction III"],"effects":[{"type":"provide res","what":{"wisdom II":20}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":340},{"name":"construction III","displayName":"Construction III","desc":"All buildings waste five times slower, excluding [branch shelter]s. It won't increase building costs. @provides 15 [wisdom II]","icon":[12,27,"magixmod"],"type":"tech","cost":{"insight II":180,"science":17,"influence II":3},"category":"tier2","startWith":0,"tier":19712,"req":{"paradise shelters":true,"do we need that much science?":true},"precededBy":["paradise shelters","do we need that much science?"],"leadsTo":["improved construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":343},{"name":"improved construction","displayName":"Improved construction","desc":"All buildings that can waste will decay a little slower. This won't increase building costs or [land] usage.","icon":[11,27,"magixmod"],"type":"tech","cost":{"insight II":200,"science":14,"influence II":1},"category":"upgrade","startWith":0,"tier":19927,"req":{"construction III":true,"moderation":true},"precededBy":["construction III","moderation"],"effects":[{"type":"provide res","what":{"wisdom II":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":344},{"name":"mo' shelterz","displayName":"Mo' shelterz","desc":"Decreases the [land] and [population] limits of [treehouse]s and [cozy lodge]s slightly. @provides 15 [wisdom II] //More shelters = more housing = more people!","icon":[10,27,"magixmod"],"type":"tech","cost":{"insight II":250,"science":14,"influence II":1},"category":"upgrade","startWith":0,"tier":18651,"req":{"paradise shelters":true,"caretaking":true},"precededBy":["paradise shelters","caretaking"],"effects":[{"type":"provide res","what":{"wisdom II":15}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":345},{"name":"outstanding wisdom","displayName":"Outstanding wisdom","desc":"Make the [wisdom II,Wisdom tree] have even more leaves. <>@Unlocks [the outstander], who will provide more [wisdom II] and [education]. @provides 15 extra [wisdom II].","icon":[11,28,"magixmod"],"type":"tech","cost":{"insight II":175,"science":10,"influence II":5,"culture II":15},"category":"tier2","startWith":0,"tier":205,"req":{"leaves of wisdom":true},"precededBy":["leaves of wisdom"],"leadsTo":["outstanders club","ink-fishing","manufacture units II","factories II","tool refinery 2/2","festive lights II"],"effects":[{"type":"provide res","what":{"wisdom II":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":346},{"name":"smaller shacks","displayName":"Smaller shacks","desc":"All [blacksmith workshop,Crafting units], [well]s, and [water filter]s will use less (with Caretaking, filters will use 0.4 less [land] while with Moderation, filters will use 0.2 less [land]). In addition, [wheat farm]s and [crematorium]s will use 15% less [land].","icon":[32,20,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"chance":1,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":347},{"name":"enchanted shovels","displayName":"Enchanted shovels","desc":"Bigger shovels make [digger]s 12.5% more efficient. <>Now their shovels are enchanted by wind, meaning that they stay light but will still grow larger!","icon":[15,28,"magixmod"],"type":"tech","cost":{"insight II":150},"category":"upgrade","startWith":0,"tier":150,"req":{"leaves of wisdom":true},"precededBy":["leaves of wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":348},{"name":"outstanders club","displayName":"Outstanders club","desc":"Decreases [population] limit per one [the outstander] from 38k to 26.5k. @provides 5 [wisdom II]","icon":[14,28,"magixmod"],"type":"tech","cost":{"insight II":300,"science":15,"culture II":25},"category":"upgrade","startWith":0,"tier":545,"req":{"outstanding wisdom":true},"precededBy":["outstanding wisdom"],"leadsTo":["wonder 'o science"],"effects":[{"type":"provide res","what":{"wisdom II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":367},{"name":"better seeking","displayName":"Better seeking","desc":"@[archaeologist]s are 20% more efficient!","icon":[20,33,"magixmod"],"type":"tech","cost":{"insight":1495,"science":5},"category":"knowledge","startWith":0,"tier":1500,"chance":10,"req":{"archaeology":true,"gt3":true},"precededBy":["archaeology","gt3"],"leadsTo":["doctoral analysis"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":368},{"name":"ink-fishing","displayName":"Ink-fishing","desc":"Now fishing can provide some [ink]. <>Fishers from camp now are able to gather [ink] out of some squids.","icon":[32,19,"magixmod"],"type":"tech","cost":{"insight II":267,"science":20},"category":"tier2","startWith":0,"tier":1462,"req":{"outstanding wisdom":true,"hunters & fishers unification":true},"precededBy":["outstanding wisdom","hunters & fishers unification"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":369},{"name":"bonus1","displayName":". . .","desc":"You seem powerful. [guru]s can probably make more science.","icon":[32,5,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":370},{"name":"bonus2","displayName":". . .","desc":"You seem to have enough potential and enough power! It feels like everything is going faster.","icon":[32,4,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":371},{"name":"bonus3","displayName":". . .","desc":"You are powerful. Your glory can is clearing away some secret darkness.","icon":[32,3,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":372},{"name":"bonus4","displayName":". . .","desc":"You have . . . 's attention. But who is he? Feels like that entity or whoever is quite proud of your strength.","icon":[32,2,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":373},{"name":"aiming","displayName":"Aiming","desc":"Teach your [hunter]s and [fisher]s how to be more accurate. The problem was that hunters were shooting arrows from bows and just trying their luck. Same with spear throwing.<>However, improved accuarcy will increase the chances of good aim, meaning that Bow hunting and Spear hunting/fishing become faster.","icon":[33,28,"magixmod"],"type":"tech","cost":{"insight":17,"influence":3},"category":"tier1","startWith":0,"tier":130,"req":{"spears":true,"bows":true,"building":true},"precededBy":["spears","bows","building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":374},{"name":"beyond the edge","displayName":"Beyond the edge","desc":"Send your people beyond the edge of the world for the first time. You will lose 30% of your current [population] and all [insight,Essential] amounts will be reset to 0 even if some of them are not required for this tech (it does not involve [industry point]s or [worship point]s). Also, it will reset [happiness] and [health] to its primary state.
    Note: It does not expand the map and does not add any new goods; you will simply have an extra 1.5% of [land] and [wtr]. It may help you, but there is a huge risk involved!","icon":[33,26,"magixmod"],"type":"tech","cost":{"insight II":45,"influence":255},"category":"tier1","startWith":0,"tier":400,"req":{"policy revaluation":true,"focused scouting":true},"precededBy":["policy revaluation","focused scouting"],"leadsTo":["beyond the edge II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":378},{"name":"sleep-speech","displayName":"Sleep-speech","desc":"@Unlocks a special ability related to dreaming potential: Sleepy insight. @Sleepy insight can be controlled by its policy that will decide the chance for bonus and power of it.<>Sleepy insight gives you a chance to obtain some [insight] when a new year begins. (The amount and chance can be controlled by its policy!)","icon":[33,25,"magixmod"],"type":"tech","cost":{"insight":17,"influence":3},"category":"tier1","startWith":0,"tier":45,"req":{"ritualism":true,"genius feeling":true},"precededBy":["ritualism","genius feeling"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":379},{"name":"coordination","displayName":"Coordination","desc":"[guard]s get better coordination, increasing the chance of successfully winning a battle against a thief.","icon":[33,27,"magixmod"],"type":"tech","cost":{"insight":260},"category":"tier1","startWith":0,"tier":1155,"chance":3,"req":{"battling thieves":true,"wizard wisdom":true},"precededBy":["battling thieves","wizard wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":380},{"name":"valid portal frame","displayName":"Valid portal frame","desc":"Before wizards will be able to open a gate to a new world, they must first learn some rules. Without a properly placed portal frame, a portal will not open (and may even explode in their faces)! //Rule 3: A portal's passageway should should be a correctly cut perfect square to make the passage safe and stable.","icon":[10,29,"magixmod"],"type":"tech","cost":{"insight":1015},"category":"tier1","startWith":0,"tier":3735,"req":{"Wizard complex":true,"belief in portals":true},"precededBy":["Wizard complex","belief in portals"],"leadsTo":["first portal to new world"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":382},{"name":"wonder 'o science","displayName":"Wonder 'o science","desc":"Unlocks the [university of science]. The [university of science] is a wonder that can be upgraded. To unlock further tiers, you need to complete Trials at higher levels to gain more [victory point]s. The university will be able to provide way more [education] and [wisdom II]. It may also lead to some new discoveries!","icon":[11,29,"magixmod"],"type":"tech","cost":{"insight II":305,"culture II":25,"culture":65},"category":"tier2","startWith":0,"tier":1165,"req":{"outstanders club":true,"monument-building III":true},"precededBy":["outstanders club","monument-building III"],"leadsTo":["beyond the edge II","parallel theory 3/3","mirror world 1/2","bigger university","dinium & unknownium working","manufacture units II","factories II","tool refinery 2/2","even bigger university"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":383},{"name":"well stored","displayName":"Well stored I","desc":"All storage units (except [essence storages]) provide 35% more storage. Complete Pocket for 2nd time to increase this bonus from 35 to 55%. This bonus does not stack with [spell of capacity]. //but why does it not apply to wells","icon":[12,15,"magixmod",13,15,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":384},{"name":"well stored 2","displayName":"Well stored II","desc":"All storage units (except [essence storages]) provide 55% more storage. You reached the maximum bonus that Mamuun can provide to you for completing Pocket. This bonus does not stack with [spell of capacity].","icon":[11,15,"magixmod",13,15,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":385},{"name":"beyond the edge II","displayName":"Beyond the edge II","desc":"Send your people beyond the edge of the world for the second time. You will lose 40% of your current [population], all remaining [adult]s will become [sick], and all [insight,Essential] amounts will be reset to 0 even if some of them are not required for this tech (it does not involve [industry point]s or [worship point]s). Also, it will reset [happiness] and [health] to its primary state.
    Note: It does not expand the map and it does not add any new goods. Getting this will give you an extra 7% of [land] and [wtr] rather than 1.5%, overriding the previous tech. It may help you, but there is an even larger risk now! The further you push beyond the edge, a stronger scourge will fall on you and your civilization...","icon":[0,35,"magixmod",0,30,"magixmod"],"type":"tech","cost":{"insight II":345,"science":26,"culture II":24},"category":"tier2","startWith":0,"tier":1960,"req":{"beyond the edge":true,"wonder 'o science":true},"precededBy":["beyond the edge","wonder 'o science"],"effects":[{"type":"provide res","what":{"wisdom II":20}},{"type":"provide res","what":{"education":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":386},{"name":"mirrors","displayName":"Mirrors","desc":"People now know how mirrors work and even know how to make simple ones themselves! @provides 20 [wisdom II] and 1 [education]","icon":[8,30,"magixmod"],"type":"tech","cost":{"insight":625},"category":"tier1","startWith":0,"tier":8736,"req":{"burial in new world":true},"precededBy":["burial in new world"],"leadsTo":["parallel theory 1/3"],"effects":[{"type":"provide res","what":{"wisdom II":20}},{"type":"provide res","what":{"education":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":387},{"name":"parallel theory 1/3","displayName":"Parallel theory 1/3","desc":"What if you can a make mirror work like a portal? //This part of the theory is about the general concept.","icon":[28,27,"magixmod",9,30,"magixmod"],"type":"tech","cost":{"insight":1600},"category":"tier1","startWith":0,"tier":14248,"req":{"physics II":true,"mirrors":true},"precededBy":["physics II","mirrors"],"leadsTo":["parallel theory 2/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":388},{"name":"parallel theory 2/3","displayName":"Parallel theory 2/3","desc":"What if you can a make mirror work like a portal? //This part of theory is about the portal and its stability.","icon":[27,27,"magixmod",9,30,"magixmod"],"type":"tech","cost":{"insight II":150},"category":"tier2","startWith":0,"tier":15138,"req":{"physics II":true,"parallel theory 1/3":true,"symbolism III":true},"precededBy":["physics II","parallel theory 1/3","symbolism III"],"leadsTo":["parallel theory 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":389},{"name":"parallel theory 3/3","displayName":"Parallel theory 3/3","desc":"What if you can a make mirror work like a portal? //This part is related to the creation of the mirror world!","icon":[26,27,"magixmod",9,30,"magixmod"],"type":"tech","cost":{"insight II":400,"science":60,"culture II":30,"faith II":30,"influence II":25},"category":"tier2","startWith":0,"tier":16848,"req":{"parallel theory 2/3":true,"wonder 'o science":true},"precededBy":["parallel theory 2/3","wonder 'o science"],"leadsTo":["mirror world 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":390},{"name":"mirror world 1/2","displayName":"Mirror world 1/2","desc":"Unlocks a [grand mirror], which will double your [land] amount upon its completion. It compounds with bonuses from [beyond the edge] and [beyond the edge II]. The cost and display depends on your people's path. In fact, it is a passage to an exact copy of the current world before your civilization set up anything! Make sure you fulfill the upkeep of the mirror, however, because if you do not, then the [grand mirror] will disable and you will lose your land.","icon":[27,3,"magixmod",10,30,"magixmod"],"type":"tech","cost":{"insight II":400,"science":62,"culture II":38},"category":"tier2","startWith":0,"tier":17998,"req":{"parallel theory 3/3":true,"wonder 'o science":true,"bigger university":true},"precededBy":["parallel theory 3/3","wonder 'o science","bigger university"],"leadsTo":["mirror world 2/2","block-smithery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":391},{"name":"mirror world 2/2","displayName":"Mirror world 2/2","desc":"The amount of [land] and [wtr] you have is doubled from now on! Enjoy...but it is seriously time to stop. // The more worlds you open, the more unstable your world will become...","icon":[27,2,"magixmod",10,30,"magixmod"],"type":"tech","cost":{"insight II":425,"science":62,"culture II":38,"faith II":30,"dark essence":200000,"tablet 'o mirror":1},"category":"tier2","startWith":0,"tier":218554,"req":{"mirror world 1/2":true},"precededBy":["mirror world 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":392},{"name":"bigger university","displayName":"Bigger university","desc":"@Unlocks the next level of the [university of science]. Requires 4 [victory point]s to level up. Unlocks the [grand mirror].","icon":[9,29,"magixmod"],"type":"tech","cost":{"insight II":300,"university point":300,"science":50},"category":"tier2","startWith":0,"tier":4535,"req":{"wonder 'o science":true,"Wizard complex":true},"precededBy":["wonder 'o science","Wizard complex"],"leadsTo":["mirror world 1/2","villas of victory","at(ct)","even bigger university","f.r.o.s.t.y overclock III","doctoral analysis","physics III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":393},{"name":"druidism","displayName":"Druidism","desc":"@unlocks [druid]s, who gather more [faith] and [happiness] than [soothsayer]s (although with a limit)","icon":[25,30,"magixmod"],"type":"tech","cost":{"insight":35,"faith":5,"culture":25,"influence":10},"category":"tier1","startWith":0,"tier":120,"req":{"ritualism":true,"symbolism":true,"language":true},"precededBy":["ritualism","symbolism","language"],"leadsTo":["druidsymbolism1","druidsymbolism2","gardening","plant-loving bees"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":394},{"name":"deep mining & quarrying","displayName":"Deep mining & quarrying","desc":"@Unlocks Deep mining and Deep quarrying for their respective units","icon":[10,1,"magixmod"],"type":"tech","cost":{"insight II":125,"influence II":10,"science":5},"category":"tier2","startWith":0,"tier":545,"req":{"leaves of wisdom":true,"prospecting II":true},"precededBy":["leaves of wisdom","prospecting II"],"leadsTo":["mining II","quarrying III","prospecting III","furnace modernization"],"effects":[{"type":"show context","what":["deep mine"]},{"type":"show context","what":["deep quarry"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":398},{"name":"mining II","displayName":"Mining II","desc":"Strike the earth (even stronger) for new minerals and mystical wonders! @[mine]s can mine even deeper. To unlock prospecting for them get [prospecting III] research.","icon":[0,35,"magixmod",12,1,"magixmod"],"type":"tech","cost":{"insight II":190,"science":12,"culture II":8},"category":"upgrade","startWith":0,"tier":945,"req":{"digging":true,"construction":true,"eotm":true,"deep mining & quarrying":true},"precededBy":["digging","construction","eotm","deep mining & quarrying"],"leadsTo":["furnace modernization","osmium-working","lead-working","mythril-working","zinc-working","blackium-working","dinium & unknownium working"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":399},{"name":"quarrying III","displayName":"Quarrying III","desc":"Quarries can reach even deeper, allowing you to gain 10% more from all modes. @If you have [prospecting III], this will unlock a new mode that will mainly focus on gathering these minerals.","icon":[12,0,"magixmod"],"type":"tech","cost":{"insight II":170,"science":12,"faith II":4,"culture II":2,"influence II":2},"category":"upgrade","startWith":0,"tier":1170,"req":{"quarrying II":true,"cozy building":true,"deep mining & quarrying":true,"eotm":true},"precededBy":["quarrying II","cozy building","deep mining & quarrying","eotm"],"leadsTo":["furnace modernization","quarrying IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":400},{"name":"prospecting III","displayName":"Prospecting III","desc":"[prospecting] improvements: @[mine]s can get new minerals from Deep mining @[quarry,Quarries] gain a mode that will gather three times more minerals that can only be obtained by quarrying, but six times less of non-minerals","icon":[1,35,"magixmod",11,1,"magixmod"],"type":"tech","cost":{"insight II":200,"science":15,"influence II":5},"category":"upgrade","startWith":0,"tier":1200,"req":{"quarrying II":true,"cozy building":true,"deep mining & quarrying":true,"eotm":true},"precededBy":["quarrying II","cozy building","deep mining & quarrying","eotm"],"leadsTo":["prospecting IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":401},{"name":"furnace modernization","displayName":"Furnace modernization","desc":"Furnaces will become Blackium furnaces. These require three times the upkeep but can smelt plenty of new ores. In addition, it is 2% more efficient, regardless of the path chosen by your people.","icon":[8,12,11,0,"magixmod",0,18,"magixmod"],"type":"tech","cost":{"insight II":235,"science":15},"category":"upgrade","startWith":0,"tier":1800,"req":{"quarrying III":true,"mining II":true,"deep mining & quarrying":true},"precededBy":["quarrying III","mining II","deep mining & quarrying"],"leadsTo":["osmium-working","lead-working","mythril-working","zinc-working","blackium-working","dinium & unknownium working"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":402},{"name":"time measuring 1/2","displayName":"Time measuring 1/2","desc":"People know how to measure time. Getting this will let you see what year it is in your tribe! Also allows to see when temporary traits will expire. //To be able to see see what day it is, obtain the next part of this research.","icon":[27,3,"magixmod",34,30,"magixmod"],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":600,"chance":10,"req":{"maths II":true,"primary time measure":true},"precededBy":["maths II","primary time measure"],"leadsTo":["culture of the afterlife","time measuring 2/2","discovery with love","culture of the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":403},{"name":"osmium-working","displayName":"Osmium-working","desc":"@[furnace]s can now make [soft metal ingot]s from [osmium ore]","icon":[16,30,"magixmod"],"type":"tech","cost":{"insight II":183,"science":2},"category":"tier2","startWith":0,"tier":1985,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":405},{"name":"lead-working","displayName":"Lead-working","desc":"@[furnace]s can now make [hard metal ingot]s from [lead ore]","icon":[13,30,"magixmod"],"type":"tech","cost":{"insight II":183,"science":2},"category":"tier2","startWith":0,"tier":1985,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":406},{"name":"mythril-working","displayName":"Mythril-working","desc":"@[furnace]s can now make [precious metal ingot]s from [mythril ore]@[blacksmith workshop] can now Forge [various metal block]s out of [mystical metal ingot]s","icon":[14,30,"magixmod"],"type":"tech","cost":{"insight II":200,"science":5},"category":"tier2","startWith":0,"tier":2005,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":407},{"name":"zinc-working","displayName":"Zinc-working","desc":"@[furnace]s can now make [hard metal ingot]s from [zinc ore]","icon":[15,30,"magixmod"],"type":"tech","cost":{"insight II":183,"science":2},"category":"tier2","startWith":0,"tier":1985,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":408},{"name":"blackium-working","displayName":"Blackium-working","desc":"@[furnace]s can now make [mystical metal ingot]s from [blackium ore]","icon":[17,30,"magixmod"],"type":"tech","cost":{"insight II":180},"category":"tier2","startWith":0,"tier":1980,"req":{"mining II":true,"furnace modernization":true},"precededBy":["mining II","furnace modernization"],"leadsTo":["dinium & unknownium working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":409},{"name":"dinium & unknownium working","displayName":"Dinium & unknownium working","desc":"@[furnace]s can now make [mystical metal ingot]s from [dinium ore] and [unknownium ore]. However, there's only a 50% chance that it will succeed.","icon":[18,30,"magixmod"],"type":"tech","cost":{"insight II":300,"science":30},"category":"tier2","startWith":0,"tier":4235,"req":{"mining II":true,"furnace modernization":true,"wonder 'o science":true,"osmium-working":true,"blackium-working":true,"zinc-working":true,"mythril-working":true,"lead-working":true},"precededBy":["mining II","furnace modernization","wonder 'o science","osmium-working","blackium-working","zinc-working","mythril-working","lead-working"],"leadsTo":["block-smithery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":410},{"name":"block-smithery","displayName":"Block-smithery","desc":"@Unlocks the [block-smith workshop]. It is a subtype of the [blacksmith workshop] that will forge blocks out of precious resources. @After obtaining this, your [blacksmith workshop] will no longer forge blocks. @Uses [land of the Plain Island].","icon":[20,30,"magixmod"],"type":"tech","cost":{"insight II":340,"science":40},"category":"tier2","startWith":0,"tier":21168,"req":{"dinium & unknownium working":true,"mirror world 1/2":true},"precededBy":["dinium & unknownium working","mirror world 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":412},{"name":"handwashC","displayName":"Handwashing","desc":"People will now wash their hands. However, they do not know how to make soap properly. (At least it can clean hands though!) This raises your people's [health] level slightly and decreases the rate of sickness by a tiny amount.","icon":[8,18,"magixmod"],"type":"tech","cost":{"insight":435},"category":"tier1","startWith":0,"tier":435,"chance":3,"req":{"caretaking":true,"moderation":false},"precededBy":["caretaking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":413},{"name":"handwashM","displayName":"Handwashing","desc":"People will now wash their hands. However, they do not know how to make soap, and they'll forget to do it often. (At least it can clean hands though!) Raises your people's [health] level slightly and decreases the rate of sickness by a tiny amount.","icon":[34,24,"magixmod"],"type":"tech","cost":{"insight":435},"category":"tier1","startWith":0,"tier":435,"chance":3,"req":{"moderation":true,"caretaking":false},"precededBy":["moderation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":414},{"name":"primary intuition","displayName":"Primary intuition","desc":"[primary intuition] is an important key for some researches. However, if [population,people] will expand their intuition, they should be able to think about further, more complicated researching. //Having just [primary intuition] allows you to research up to [oral tradition]. More complicated researches like sewing and crafting can be unlocked only with \\"secondary\\" [intuition].","icon":[34,31,"magixmod"],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":415},{"name":"manufacture units II","displayName":"Manufacture units II","desc":"Now, more units will be merged into one. [artisan]s' crafting of [stone weapons], [stone tools], [bow]s and [crossbow]s will no longer be available and will no longer work in those modes!","icon":[16,31,"magixmod"],"type":"tech","cost":{"insight II":350},"category":"tier2","startWith":0,"tier":25666,"chance":3,"req":{"moderation":false,"caretaking":true,"manufacture units I":true,"outstanding wisdom":true,"wonder 'o science":true,"tool refinery 2/2":true},"precededBy":["caretaking","manufacture units I","outstanding wisdom","wonder 'o science","tool refinery 2/2"],"leadsTo":["larger toolhuts"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":417},{"name":"mentors of nature","displayName":"Mentors of nature","desc":"[druid]s will now generate [health]. //Some people call them Nature's Descendants, which might be part of the reason.","icon":[31,31,"magixmod"],"type":"tech","cost":{"insight":750},"category":"tier1","startWith":0,"tier":3470,"chance":3,"req":{"Wizard complex":true,"smaller but efficient":true},"precededBy":["Wizard complex","smaller but efficient"],"leadsTo":["trees of faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":418},{"name":"factories II","displayName":"Factories II","desc":"Now, more units will be merged into one. [artisan]s that craft [stone weapons], [stone tools], and [bow]s will refuse to work.//@Getting this tech unlocks the [heat factory], which will replace the Start fires mode for [firekeeper]s. You will still be able to specify from what resource [heat factory,Heat factories] will produce [fire pit]s by switching modes!","icon":[17,31,"magixmod"],"type":"tech","cost":{"insight II":330,"lightning essence":8000},"category":"tier2","startWith":0,"tier":30976,"chance":3,"req":{"moderation":true,"caretaking":false,"factories I":true,"outstanding wisdom":true,"wonder 'o science":true,"tool refinery 2/2":true},"precededBy":["moderation","factories I","outstanding wisdom","wonder 'o science","tool refinery 2/2"],"leadsTo":["hotter factories"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":420},{"name":"villas of victory","displayName":"Villas of victory","desc":"Unlocks a rather unique way to give people [housing]...//This unit will provide more [housing] based on the amount of [victory point]s you have. @provides 15 [inspiration II], 5 [spirituality II] and 5 [authority II]","icon":[0,31,"magixmod"],"type":"tech","cost":{"insight II":325,"science":50,"culture II":25},"category":"tier2","startWith":0,"tier":4935,"chance":3,"req":{"bigger university":true},"precededBy":["bigger university"],"leadsTo":["deep-rooted faith","brahim the angel of authority","sergius the angel of belief"],"effects":[{"type":"provide res","what":{"inspiration II":15}},{"type":"provide res","what":{"spirituality II":5}},{"type":"provide res","what":{"authority II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":421},{"name":"dynamics","displayName":"Dynamics","desc":"Provides 25 [wisdom] for free. This tech will help people understand more complicated concepts in this large and expansive world!","icon":[32,31,"magixmod"],"type":"tech","cost":{"insight":1400,"science":1},"category":"tier1","startWith":0,"tier":2952,"chance":30,"req":{"physics":true,"gt3":true},"precededBy":["physics","gt3"],"leadsTo":["festive lights"],"effects":[{"type":"provide res","what":{"wisdom":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":422},{"name":"\\"dark season\\"","displayName":"“Dark season”","desc":"People will find entertainment out of spooky things. //Prepare for a festival of fear...","icon":[5,7,"seasonal"],"type":"tech","cost":{"culture":30,"faith":5},"category":"seasonal","startWith":0,"tier":80,"chance":3,"req":{"tribalism":false,"culture of celebration":true,"sedentism":true,"intuition":true},"precededBy":["culture of celebration","sedentism","intuition"],"leadsTo":["pumpkins","costume-crafting","spirit-summoning","candy-crafting","vampirism","faunal vampirism","fear of revenants"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":423},{"name":"pumpkins","displayName":"Pumpkins","desc":"Your people will now be able to discover various pumpkins that will give you some treats...but some of them are just a tricks. This should help your civilization grow up. // Happy Halloween!
    Note! It won't make you get pumpkins permanently. Once Halloween ends you won't be able to get new Pumpkins until Halloween starts again. You can only get them during Halloween.","icon":[6,7,"seasonal"],"type":"tech","cost":{"insight":100},"category":"seasonal","startWith":0,"tier":180,"chance":3,"req":{"\\"dark season\\"":true},"precededBy":["\\"dark season\\""],"leadsTo":["pumpkins II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":424},{"name":"pumpkins II","displayName":"Pumpkins II","desc":"You can find pumpkins that will give you [insight,Essentials], [juices], and various other benefits! //Do you like pumpkins?","icon":[0,35,"magixmod",10,7,"seasonal"],"type":"tech","cost":{"insight":1000},"category":"seasonal","startWith":0,"tier":10426,"chance":3,"req":{"pumpkins":true,"alchemy":true},"precededBy":["pumpkins","alchemy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":425},{"name":"tool refinery 1/2","displayName":"Tool refinery 1/2","desc":"Many of your tools are old and easily craftable, which will slowly cause them to decay. Is there a way to make them decay slower? People will (hopefully) figure it out later.","icon":[27,3,"magixmod",25,31,"magixmod"],"type":"tech","cost":{"insight":1500,"wisdom":15},"category":"tier1","startWith":0,"tier":19571,"chance":3,"req":{"paradise crafting":true},"precededBy":["paradise crafting"],"leadsTo":["tool refinery 2/2"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":438},{"name":"dynamics II","displayName":"Dynamics II","desc":"You people will understand dynamics much better, and know exactly how gravity behaves. @Thanks to a more exact understanding of the world, higher-level researches may become easier. @provides 2 [education] and 25 [wisdom II]","icon":[0,35,"magixmod",33,31,"magixmod"],"type":"tech","cost":{"insight II":200,"science":15},"category":"tier2","startWith":0,"tier":5043,"chance":30,"req":{"physics II":true,"gt3":true,"doctrine of the dark wormhole 3/5":true},"precededBy":["physics II","gt3","doctrine of the dark wormhole 3/5"],"leadsTo":["even bigger university","f.r.o.s.t.y overclock III"],"effects":[{"type":"provide res","what":{"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":440},{"name":"tool refinery 2/2","displayName":"Tool refinery 2/2","desc":"[stone tools] become refined, making them decay slower. Also, [artisan]s are no longer able to craft them. Obtain [factories II] or [manufacture units II] to unlock a unit that will let you craft them again if you do not have it yet!","icon":[27,2,"magixmod",25,31,"magixmod"],"type":"tech","cost":{"insight II":150,"science":5},"category":"tier2","startWith":0,"tier":20891,"chance":3,"req":{"tool refinery 1/2":true,"outstanding wisdom":true,"wonder 'o science":true},"precededBy":["tool refinery 1/2","outstanding wisdom","wonder 'o science"],"leadsTo":["manufacture units II","factories II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":441},{"name":"at(ct)","displayName":"Automation","desc":"Caretaking has one feature: people do not focus that much on industrialization or technological progress or innovations. That means that for some parts of automation, people will want to discover it later, but they won't want to make every single thing being automated.","icon":[15,31,"magixmod"],"type":"tech","cost":{"insight":1500,"wisdom":15},"category":"tier1","startWith":0,"tier":21386,"chance":3,"req":{"paradise crafting":true,"bigger university":true},"precededBy":["paradise crafting","bigger university"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":442},{"name":"even bigger university","displayName":"Even bigger university","desc":"@Unlocks the 3rd level of the [university of science]! Requires 10 [victory point]s to level up. @Makes [season for inventing] reduce science costs more and also causes [sabotaged knowledge] to increase the amount of required [science] slower.","icon":[21,30,"magixmod"],"type":"tech","cost":{"insight II":600,"university point":300,"science":80,"culture II":115,"faith II":80},"category":"upgrade","startWith":0,"tier":10313,"req":{"wonder 'o science":true,"Wizard complex":true,"bigger university":true,"deep-rooted faith":true,"dynamics II":true},"precededBy":["wonder 'o science","Wizard complex","bigger university","deep-rooted faith","dynamics II"],"leadsTo":["constelations","mathV(sums)","mathV(3dgeo)","mathV(algebra)"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":443},{"name":"tile inspection","displayName":"Tile inspection","desc":"@From now on, you can inspect discovered tiles in you Territory tab by clicking on them. //@You can see goods and their density on the tile. @You can also inspect newly discovered tiles and get full info about its goods. @However, you still can't see exactly how many of a resource you have within your territory!","icon":[34,14,"magixmod"],"type":"tech","cost":{"insight":10,"culture":15},"category":"tier1","startWith":0,"tier":100,"req":{"intuition":true,"scouting":true,"plant lore":true,"hunting":true},"precededBy":["intuition","scouting","plant lore","hunting"],"leadsTo":["tile inspection II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":448},{"name":"winter holidays","displayName":"Winter holidays","desc":"@You want to bring one of events/festivities you know from somewhere else right to your tribe...something about winter. //It is all about snow, snowmen, etc. However, no one has shown to anyone what a snowman looks like or what a winter ornament is. @[digger]s will start digging for [snow] if available.","icon":[1,11,"seasonal"],"type":"tech","cost":{"insight":210,"culture":45,"faith":5},"category":"seasonal","startWith":0,"tier":1205,"req":{"culture of celebration":true,"philosophy":true,"tribalism":false},"precededBy":["culture of celebration","philosophy"],"leadsTo":["the christmas","snowmen","festive artisanistry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":451},{"name":"the christmas","displayName":"Christmas","desc":"@People acknowledged that the important parts of this event will not only expand the holiday cheer of your people, but also make various decorations like like ornaments and lights.","icon":[2,11,"seasonal"],"type":"tech","cost":{"insight":400,"culture":100,"faith":32},"category":"seasonal","startWith":0,"tier":4212,"req":{"culture of celebration":true,"Wizard complex":true,"tribalism":false,"winter holidays":true},"precededBy":["culture of celebration","Wizard complex","winter holidays"],"leadsTo":["festive robot print","festive lights II","punish the grinch!"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":452},{"name":"carols","displayName":"Carols","desc":"Christmas is a special time. Now people will sing/play not only normal songs but also they are no afraid to sing/play carols. //[musician] can now craft [christmas essence]!","icon":[9,11,"seasonal"],"type":"tech","cost":{"insight II":20,"culture II":30,"christmas essence":1020},"category":"seasonal","startWith":0,"tier":1235,"req":{"symbolism II":true,"ritualism II":true,"music":true,"tribalism":false},"precededBy":["symbolism II","ritualism II","music"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":453},{"name":"xmas1","displayName":"Christmas upgrade: Artisans","desc":"The spirits of Christmas thank your [artisan]s for crafting lights, ornaments, and neat decorations that bring Christmas to this world. For this run and the next 0 runs/legacies, your [artisan]s are 3% more efficient. //Note: During Christmas the use won't disable, however, when it ends, you will start losing that bonus, meaning that you will have to wait until next Christmas.","icon":[10,12,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":454},{"name":"xmas2","displayName":"Christmas upgrade: Clothiers","desc":"The spirits of Christmas thank your [clothier]s for weaving and sewing festive clothing, bringing Christmas to this world. For this run and the next 0 runs/legacies, your [clothier]s are 3% more efficient. //Note: During Christmas the use won't disable, however, when it ends, you will start losing that bonus, meaning that you will have to wait until next Christmas.","icon":[11,12,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":455},{"name":"xmas3","displayName":"Christmas upgrade: Potters","desc":"The spirits of Christmas thank your [potter]s for crafting festive pots and bowls with Christmas symbols that bring Christmas to this world. For this run and the next 0 runs/legacies, your [potter]s are 3% more efficient. //Note: During Christmas the use won't disable, however, when it ends, you will start losing that bonus, meaning that you will have to wait until next Christmas.","icon":[12,12,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":456},{"name":"xmas4","displayName":"Christmas upgrade: Carving","desc":"The spirits of Christmas thank your [carver]s for carving festive statuettes out of various materials and for decorating cut stone with festive shapes/symbols, bringing Christmas to this world. For this run and the next 0 runs/legacies, your [carver]s are 3% more efficient. //Note: During Christmas the use won't disable, however, when it ends, you will start losing that bonus, meaning that you will have to wait until next Christmas.","icon":[13,12,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":457},{"name":"snowmen","displayName":"Snowmen","desc":"Since [digger]s are able to dig for snow and you understand what it is, you can explain what is and what snowmen look like! @Unlocks a new tech.","icon":[10,11,"seasonal"],"type":"tech","cost":{"insight":90,"culture":50},"category":"seasonal","startWith":0,"tier":1345,"req":{"winter holidays":true},"precededBy":["winter holidays"],"leadsTo":["festive robot print"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":458},{"name":"festive robot print","displayName":"Festive robot print","desc":"A [festive robot print] may help you to gather [christmas essence] out of snowmen kids. Works slowly and is very limited, but you can unlock magical overclocks later. @However, with each overclock, a chance to lose a snowman upon [christmas essence,Essence] feed increases.","icon":[14,12,"seasonal"],"type":"tech","cost":{"insight":1000,"wisdom":100},"category":"seasonal","startWith":0,"tier":5452,"req":{"the christmas":true,"snowmen":true},"precededBy":["the christmas","snowmen"],"leadsTo":["f.r.o.s.t.y overclock I","f.r.o.s.t.y overclock II","f.r.o.s.t.y overclock III","festive lights"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":459},{"name":"f.r.o.s.t.y overclock I","displayName":"F.r.o.s.t.y overclock I","desc":"Wizards figured out how to overclock [f.r.o.s.t.y]. They know how to do it and also they know that there is no way to remove probability of snowman being destroyed by extraction. @[f.r.o.s.t.y] is 25% faster @[f.r.o.s.t.y] is 5% more likely to destroy a snowman","icon":[5,12,"seasonal"],"type":"tech","cost":{"insight":600,"culture":100,"influence":50,"christmas essence":114},"category":"seasonal","startWith":0,"tier":6316,"req":{"festive robot print":true,"land acknowledge":true,"tribalism":false},"precededBy":["festive robot print","land acknowledge"],"leadsTo":["f.r.o.s.t.y overclock II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":460},{"name":"f.r.o.s.t.y overclock II","displayName":"F.r.o.s.t.y overclock II","desc":"Wizards figured out how to overclock [f.r.o.s.t.y] even more than before. They know how to do it and also they know that there is no way to remove probability of snowman being destroyed by extraction. Also they know from previous experiences that the faster he is the bigger \\"snowman destruction\\" it causes...
    but this overclock increases the chance for that at least as for now it is possible. @[f.r.o.s.t.y] is 25% faster (compounding) @[f.r.o.s.t.y] is 7% more likely to destroy a snowman","icon":[4,12,"seasonal"],"type":"tech","cost":{"insight II":110,"culture II":20,"influence II":5,"science":5,"christmas essence":546},"category":"seasonal","startWith":0,"tier":7002,"req":{"festive robot print":true,"policy revaluation":true,"f.r.o.s.t.y overclock I":true},"precededBy":["festive robot print","policy revaluation","f.r.o.s.t.y overclock I"],"leadsTo":["f.r.o.s.t.y overclock III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":461},{"name":"f.r.o.s.t.y overclock III","displayName":"F.r.o.s.t.y overclock III","desc":"Wizards figured out how to overclock [f.r.o.s.t.y]. They know how to do it and also they know that there is no way to remove probability of snowman being destroyed by extraction. @[f.r.o.s.t.y] is 45% faster (compounding) @[f.r.o.s.t.y] is 10% more likely to destroy a snowman","icon":[3,12,"seasonal"],"type":"tech","cost":{"insight II":400,"science":45},"category":"seasonal","startWith":0,"tier":13865,"req":{"festive robot print":true,"bigger university":true,"f.r.o.s.t.y overclock II":true,"dynamics II":true},"precededBy":["festive robot print","bigger university","f.r.o.s.t.y overclock II","dynamics II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":462},{"name":"festive lights","displayName":"Festive lights","desc":"Artisan of christmas can now craft festive lights. Let the streets be even nicer. Obtaining [mo' beauty] doubles your [happiness] gain from lights, but makes them used in more places.","icon":[18,12,"seasonal"],"type":"tech","cost":{"insight":800,"christmas essence":593},"category":"seasonal","startWith":0,"tier":9357,"req":{"festive robot print":true,"physics":true,"dynamics":true},"precededBy":["festive robot print","physics","dynamics"],"leadsTo":["festive lights II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":463},{"name":"festive lights II","displayName":"Festive lights II","desc":"Lights bring more [happiness] and are used even more. //So joyful all around!","icon":[0,35,"magixmod",16,12,"seasonal"],"type":"tech","cost":{"insight II":200,"science":5},"category":"seasonal","startWith":0,"tier":9772,"req":{"outstanding wisdom":true,"the christmas":true,"festive lights":true,"mo' beauty":true},"precededBy":["outstanding wisdom","the christmas","festive lights","mo' beauty"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":464},{"name":"globetrottering","displayName":"Globetrottering","desc":"@Unlocks the [globetrotter]. // [globetrotter]s not only want to explore and discover new landscapes and terrain but also want to deepen their knowledge about new lands a little more.","icon":[35,1,"magixmod"],"type":"tech","cost":{"insight":30,"culture":10},"category":"tier1","startWith":0,"tier":130,"req":{"scouting":true,"building":true,"a gift from the mausoleum":true},"precededBy":["scouting","building","a gift from the mausoleum"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":468},{"name":"festive artisanistry","displayName":"Festive artisanistry","desc":"Unlocks the [artisan of christmas]. //Ho, ho, ho!","icon":[15,11,"seasonal"],"type":"tech","cost":{"insight":600,"culture":100,"influence":50},"category":"seasonal","startWith":0,"tier":1955,"req":{"winter holidays":true,"tribalism":false},"precededBy":["winter holidays"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":469},{"name":"valentine1","displayName":"Waters of love","desc":"Amore the Angel of [love] and the son of [se03,Tu-ria] and [se11,Enlightened] thank you for completing the wonder and spreading love all around the globe. For this run and the next 0 runs/legacies, you will start with 80 extra [water]. //Note: While Valentines is active the use won't disable, however, when Valentines ends, you will start losing that bonus, meaning that you will have to wait until next Valentines.","icon":[3,18,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"water":80}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":470},{"name":"valentine2","displayName":"Lovely herbs","desc":"Amore the Angel of [love] and the son of [se03,Tu-ria] and [se11,Enlightened] thank you for completing the wonder and spreading love all around the globe. For this run and the next 0 runs/legacies, you will start with 70 extra [herb]s. //Note: While Valentines is active the use won't disable, however, when Valentines ends, you will start losing that bonus, meaning that you will have to wait until next Valentines.","icon":[4,18,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"herb":80}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":471},{"name":"valentine3","displayName":"Meat of falling love","desc":"Amore the Angel of [love] and the son of [se03,Tu-ria] and [se11,Enlightened] thank you for completing the wonder and spreading love all around the globe. For this run and the next 0 runs/legacies, you will start with 70 extra [cooked meat]. //Note: While Valentines is active the use won't disable, however, when Valentines ends, you will start losing that bonus, meaning that you will have to wait until next Valentines.","icon":[5,18,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"cooked meat":60}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":472},{"name":"valentine4","displayName":"Amore's child","desc":"Amore the Angel of [love] and the son of [se03,Tu-ria] and [se11,Enlightened] thank you for completing the wonder and spreading love all around the globe. For this run and the next 0 runs/legacies, you will start with 1 extra [child] and 1 extra [insight]. //Note: While Valentines is active the use won't disable, however, when Valentines ends, you will start losing that bonus, meaning that you will have to wait until next Valentines.","icon":[6,18,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"child":1,"insight":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":473},{"name":"love grows around us","displayName":"Love grows around us","desc":"@One person that loves a lot of other people is enough...Wait undefined! You are ruler of the tribe and love people a lot. And they also love you. Let's plant the seeds of this festival... //Getting this will unlock [love], which is important to this event and may even provide some rewards if your [love] level is high enough.","icon":[18,17,"seasonal"],"type":"tech","cost":{"insight":240,"culture":45,"faith":5,"research":80},"category":"seasonal","startWith":0,"tier":1315,"req":{"culture of celebration":true,"philosophy":true,"tribalism":false},"precededBy":["culture of celebration","philosophy"],"leadsTo":["parental love","families full of love"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":474},{"name":"lovely monument","displayName":"Lovely monument","desc":"You will now be able to construct the [fortress of love]. //A place for all Senpais...aww","icon":[7,16,"seasonal"],"type":"tech","cost":{"culture II":25,"research":150,"insight II":15},"category":"seasonal","startWith":0,"tier":14772,"chance":35,"req":{"parental love":true,"compliments":true,"alphabet 3/3":true,"monument-building II":true},"precededBy":["parental love","compliments","alphabet 3/3","monument-building II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":479},{"name":"families full of love","displayName":"Families full of love","desc":"Every year, you gain some amount of [love] from [elder]s.","icon":[10,16,"seasonal"],"type":"tech","cost":{"culture":75,"research":130,"faith":120,"influence":10,"insight":600},"category":"seasonal","startWith":0,"tier":11296,"chance":10,"req":{"love grows around us":true,"time measuring 2/2":true,"compliments":true,"alchemy":true},"precededBy":["love grows around us","time measuring 2/2","compliments","alchemy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":481},{"name":"message memory","displayName":"Message memory","desc":"@your message history will be increased from 25 to 50","icon":[35,13,"magixmod"],"type":"tech","cost":{"culture":15,"insight":5},"category":"tier1","startWith":0,"tier":100,"chance":7,"req":{"oral tradition":true,"caligraphy":true},"tutorialMesg":["tutorial","Perform three ascensions to unlock the Message filter. You will be able to use it via the Magix tab!",[32,27,"magixmod"]],"precededBy":["oral tradition","caligraphy"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":494},{"name":"bII(acceptance)","displayName":"Burial II","desc":"@Increases the positive effects of [acceptance of death] and [belongings preservance] by 5% <>@Funeral cerermonies are more common. @provides 30 [inspiration]","icon":[0,35,"magixmod",13,23,"magixmod",24,1],"type":"tech","cost":{"insight":510},"category":"tier1","startWith":0,"tier":1475,"chance":15,"req":{"burial":true,"philosophy":true,"bII(normal)":false},"precededBy":["burial","philosophy"],"effects":[{"type":"provide res","what":{"inspiration":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":495},{"name":"halloween ornaments","displayName":"Halloween ornaments","desc":"Increases your [spookiness] gain from all sources by +25%. //Various ornaments create better a Halloween climate, which makes everything more spooky. //Woah...*trembles*","icon":[7,9,"seasonal"],"type":"tech","cost":{"insight":250,"culture":100,"wisdom":25},"category":"seasonal","startWith":0,"tier":375,"chance":25,"req":{"trick or treat":true},"precededBy":["trick or treat"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":497},{"name":"costume-crafting","displayName":"Costume-crafting","desc":"[clothier]s will now be able to create spooky, scary [colored clothing]. While sewing these, [clothier]s will also gain some [spookiness] XP.//Note: After Halloween ends, crafting costumes will be replaced with Craft colored clothing till next Halloween. //Let's begin that scary mascarade...for real.","icon":[5,9,"seasonal"],"type":"tech","cost":{"insight":300,"culture":30},"category":"seasonal","startWith":0,"tier":915,"chance":3,"req":{"weaving II":true,"\\"dark season\\"":true},"precededBy":["weaving II","\\"dark season\\""],"leadsTo":["trick or treat"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":498},{"name":"spirit-summoning","displayName":"Spirit-summoning","desc":"Unlocks the [spirit summoner]. //Can summon ghosts of dead people from the past. Rarely, they will challenge themselves to summon a demon...which ends up with some rather concerning sickness. //@another source of [spookiness]. //Note: [spirit summoner] will only work during Halloween. //Don't you dare to disturb their eternal sleep!","icon":[3,9,"seasonal"],"type":"tech","cost":{"faith":80,"culture":40},"category":"seasonal","startWith":0,"tier":2875,"chance":6,"req":{"Wizard complex":true,"\\"dark season\\"":true},"precededBy":["Wizard complex","\\"dark season\\""],"leadsTo":["demon-summoning","halloween-spirits"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":499},{"name":"candy-crafting","displayName":"Candy-crafting","desc":"[artisan] can now craft [candy,Candies]. //Unlocking [trick or treat] can help you gather [halloween essence] out of the candies.//Note: You are able to set an artisan into that mode only during Halloween. After the event ends, [artisan] won't produce any more [candy,Candies] until Halloween starts again!//Candies are so tasty! Mmmm...","icon":[8,8,"seasonal"],"type":"tech","cost":{"insight":800,"culture":100},"category":"seasonal","startWith":0,"tier":4775,"chance":3,"req":{"farm of the sugar cane":true,"\\"dark season\\"":true},"precededBy":["farm of the sugar cane","\\"dark season\\""],"leadsTo":["trick or treat"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":500},{"name":"demon-summoning","displayName":"Demon-summoning","desc":"[spirit summoner]s are now able to summon demons of Halloween at the cost of [halloween essence] to minimalize risk of any sort of curses. //While in the new mode, [spirit summoner,Summoners] gain more [spookiness] but use more. //Note: [spirit summoner] will only work during Halloween. //Eh? Ok, but don't tell me later that I didn't warn you.","icon":[6,9,"seasonal"],"type":"tech","cost":{"faith":100,"culture":100},"category":"seasonal","startWith":0,"tier":3075,"chance":10,"req":{"spirit-summoning":true,"trick or treat":true},"precededBy":["spirit-summoning","trick or treat"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":503},{"name":"hallow1","displayName":"Wander into darkness","desc":"The ancients of Halloween are going to support you for some time. For this run and the next 0 runs/legacies, your [wanderer]s are 2% more efficient. //Note: During Halloween the use won't disable, however, when Halloween ends, you will start losing that bonus, meaning that you will have to wait until next Halloween.","icon":[16,9,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":504},{"name":"hallow2","displayName":"Floral ritualists","desc":"The ancients of Halloween are going to support you for some time. For this run and the next 0 runs/legacies, your [florist]s are 3% more efficient. //Note: During Halloween the use won't disable, however, when Halloween ends, you will start losing that bonus, meaning that you will have to wait until next Halloween.","icon":[17,9,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":505},{"name":"hallow3","displayName":"Anti-mana","desc":"The ancients of Halloween are going to support you for some time. For this run and the next 0 runs/legacies, your [mana maker]s are 1% more efficient. //Note: During Halloween the use won't disable, however, when Halloween ends, you will start losing that bonus, meaning that you will have to wait until next Halloween.","icon":[18,9,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":506},{"name":"hallow4","displayName":"Dark tricks","desc":"The ancients of Halloween are going to support you for some time. For this run and the next 0 runs/legacies, your [fire wizard tower,Wizard towers] are 1% more efficient. //Note: During Halloween the use won't disable, however, when Halloween ends, you will start losing that bonus, meaning that you will have to wait until next Halloween.","icon":[19,9,"seasonal"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":507},{"name":"halloween-spirits","displayName":"Ancient spirits","desc":"[spirit summoner] can now summon Halloween spirits granting small amount of [spookiness] but their kindness may provide you extra [halloween essence]. //Those are probably the safest and best ancient spirits to summon.","icon":[11,9,"seasonal"],"type":"tech","cost":{"culture II":10},"category":"seasonal","startWith":0,"tier":2885,"chance":10,"req":{"eotm":true,"spirit-summoning":true},"precededBy":["eotm","spirit-summoning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":508},{"name":"basic mapping","displayName":"Basic mapping","desc":"@Allows Exploration units to travel more. They become more advanced and may explore further lands. // Increases the exploration cap.","icon":[9,9,"magixmod"],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":175,"req":{"scouting":true,"writing":true,"caligraphy":true,"alphabet 1/3":true},"precededBy":["scouting","writing","caligraphy","alphabet 1/3"],"leadsTo":["city planning","map details"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":509},{"name":"map details","displayName":"Map details","desc":"@Allows Exploration units to travel and explore even more. They become more advanced and may explore further lands. // Increases the exploration cap.","icon":[10,9,"magixmod"],"type":"tech","cost":{"insight":1200},"category":"tier1","startWith":0,"tier":9531,"req":{"basic mapping":true,"alphabet 2/3":true,"plain island building":true},"precededBy":["basic mapping","alphabet 2/3","plain island building"],"leadsTo":["terrain conservacy","advanced mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":510},{"name":"advanced mapping","displayName":"Advanced mapping","desc":"@Allows Exploration units to travel and explore even more. They become more advanced and may explore further lands. // Removes the exploration cap.","icon":[11,9,"magixmod"],"type":"tech","cost":{"insight II":85},"category":"tier2","startWith":0,"tier":9646,"req":{"map details":true,"focused scouting":true},"precededBy":["map details","focused scouting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":511},{"name":"missionary","displayName":"Missionary","desc":"@provides 1 [spirituality] when your [mausoleum]'s level is at or above LV5 @also increases your [faith] gain from [druid]s by 5% //Send a religious tribe to spread your religion and its concept all over the world. //Hey! Do not consider it as profanation. It is not like that...","icon":[17,33,"magixmod"],"type":"tech","cost":{"faith":10,"culture":5,"insight":10},"category":"tier1","startWith":0,"tier":70,"req":{"ritualism":true,"symbolism":true,"belief in the afterlife":true},"precededBy":["ritualism","symbolism","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":516},{"name":"doctoral analysis","displayName":"Doctoral analysis","desc":"@[archaeologist]s gain [wisdom II,Essentials II] instead of [wisdom,Essentials I] from rare relics. Also, every relic at or above Legendary rarity provides [science]. //Doctoral analysis can give way more information than a simple [archaeologist] has.","icon":[21,33,"magixmod"],"type":"tech","cost":{"science":70,"insight II":300},"category":"knowledge","startWith":0,"tier":6405,"chance":10,"req":{"better seeking":true,"bigger university":true},"precededBy":["better seeking","bigger university"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":518},{"name":"2nd portal past","displayName":"Second portal to new world","desc":"After your people heard [the ancestors call], your wizards figured out a way to activate a strange portal to the Ancestors land inside the basement of the latest wonder, among some stored [relic]s.","icon":[25,33,"magixmod"],"type":"tech","cost":{"insight":1595,"culture":300,"mana":2500,"influence":70,"spirituality":50,"population":1000},"category":"tier1","startWith":0,"tier":16386,"req":{"belief in portals":true,"first portal to new world":true,"the ancestors call":true,"monument-building II":true},"precededBy":["belief in portals","first portal to new world","the ancestors call","monument-building II"],"leadsTo":["ancestors world building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":520},{"name":"ancestors world building","displayName":"Ancestors world building","desc":"Unlocks a new sheet of buildings which can only be built in the newly opened ancestors world. //It would be nice to construct huge houses in their world. But if you did...it'll insult them.","icon":[32,33,"magixmod"],"type":"tech","cost":{"insight":4,"ancestors tablet":1},"category":"tier1","startWith":0,"tier":16391,"req":{"2nd portal past":true},"precededBy":["2nd portal past"],"leadsTo":["ancestors world crafting","tree-caring","ancestors world housing conceptions","ancestors world housing"],"effects":[{"type":"provide res","what":{"industry point":800}},{"type":"show res","what":["industry point"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":522},{"name":"tree-caring","displayName":"Tree-caring","desc":"@Unlocks [holy orchard]s from which you can get [ambrosium leaf,Ambrosium leaves]. //It is hard to believe that something as holy as Ambrosium can be found within the ancestors world...","icon":[4,7,"magixmod"],"type":"tech","cost":{"insight":1015},"category":"tier1","startWith":0,"tier":17406,"req":{"ancestors world building":true,"land acknowledge":true,"treeplanting":true},"precededBy":["ancestors world building","land acknowledge","treeplanting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":523},{"name":"blessed herbs","displayName":"Blessed herbs","desc":"[herb]s provide a little bit more [health] when consumed and no longer harm [happiness].","icon":[8,12,4,6,3,22,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":525},{"name":"bonus5","displayName":". . .","desc":"The attention of . . . is getting stronger. A whole bunch of thoughts, questions, and strange feelings constantly try to merge into one. Feels like that entity feels quite proud of your strength.","icon":[32,1,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":526},{"name":"bonus6","displayName":". . .","desc":"The attention of that unidentified entity feels like it is fully granted. //13th Seraphin, isn't he?","icon":[32,0,"magixmod"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":527},{"name":"glorious agriculture","displayName":"Glorious agriculture","desc":"Unlocks [wheat farmland,Farmlands] for [land of the Past,ancestors world]. [wheat farmland,Farmlands] not only produce [wheat, Food], but also provide a small amount of [housing] and [food storage].","icon":[3,9,"magixmod"],"type":"tech","cost":{"insight II":151,"culture II":40,"influence II":10,"science":10},"category":"tier2","startWith":0,"tier":18387,"req":{"ancestors world housing":true,"leaves of wisdom":true},"precededBy":["ancestors world housing","leaves of wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":529},{"name":"ancestors world housing conceptions","displayName":"Ancestors world housing conceptions","desc":"This technology doesn't unlock new housing yet. But, in the future, you will obtain a similar technology that finally will unlock new [housing].","icon":[6,8,"magixmod"],"type":"tech","cost":{"insight":1000,"culture":390,"inspiration":16,"faith":259},"category":"tier1","startWith":0,"tier":18056,"req":{"ancestors world building":true},"precededBy":["ancestors world building"],"leadsTo":["ancestors world housing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":530},{"name":"ancestors world housing","displayName":"Ancestors world housing","desc":"Allows you to unlock the [treehouse] in this world.","icon":[7,8,"magixmod"],"type":"tech","cost":{"insight II":70},"category":"tier2","startWith":0,"tier":18176,"req":{"ancestors world building":true,"ancestors world housing conceptions":true,"cozy building":true},"precededBy":["ancestors world building","ancestors world housing conceptions","cozy building"],"leadsTo":["glorious agriculture"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":531},{"name":"essential transmutation II","displayName":"Essential transmutation II","desc":"@[transcendentalist]s are five times as efficient, but will only use [insight II] from now on. @[dreamer]s will have a four times larger chance to succeed at transmuting knowledge essentials! //Looks like this civilization will create a new type of science soon!","icon":[17,34,"magixmod"],"type":"tech","cost":{"insight II":15,"science":5,"mana":500},"category":"tier2","startWith":0,"tier":645,"req":{"at3":true,"symbolism II":true},"precededBy":["at3","symbolism II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":537},{"name":"CaP(cruel)","displayName":"Crime and punishment (heavy)","desc":"@provides more detailed laws related to criminals in your civilization. @you may unlock other variations of this research depending on your civilization's relation to death. @this variation introduces a death sentence for various crimes such as robbery or murder, following \\"an eye for an eye, a tooth for a tooth\\" more strictly, at the cost of more criminals trying to flee.","icon":[30,34,"magixmod",26,0,"magixmod"],"type":"tech","cost":{"influence":25},"category":"knowledge","startWith":0,"tier":155,"chance":200,"req":{"code of law":true,"CaP":false,"CaP(light)":false},"precededBy":["code of law"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":568},{"name":"CaP(light)","displayName":"Crime and punishment (light)","desc":"@provides more detailed laws related to criminals in your civilization. @you may unlock other variations of this research depending on your civilization's relation to death. @this variation doesn't contain tortures or death penalties, decreasing the rate of criminals fleeing at the cost of more freed criminals. For much more serious crimes, people may simply be moved away.","icon":[30,34,"magixmod",24,1],"type":"tech","cost":{"influence":25},"category":"knowledge","startWith":0,"tier":155,"chance":200,"req":{"code of law":true,"CaP(cruel)":false,"CaP":false},"precededBy":["code of law"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":569},{"name":"city planning II","displayName":"City planning II","desc":"@[architect]s can construct 2 more buildings each (so instead 10 houses per 1 architect, now it will be 12 per architect). <>They may also plan some decorations for everyone around! //This knowledge may make cities constructed by your civilization look much less cluttered and better-looking...who knows what decorations they can come up with?","icon":[31,34,"magixmod"],"type":"tech","cost":{"insight":668,"wisdom":2},"category":"upgrade","startWith":0,"tier":9471,"req":{"construction II":true,"architects knowledge":true,"will to know more":true},"precededBy":["construction II","architects knowledge","will to know more"],"leadsTo":["city planning III","city planning III(m)"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":570},{"name":"city planning III","displayName":"City planning III","desc":"@[architect]s can construct 3 more building each (so instead 12 houses per 1 architect, now it will be 15). <>Also, with each construction setup that an [architect] builds, you will get some [happiness].//“Now that street I walk along every day looks stunning,” says an elder who lived has lived in the same house since their birth.","icon":[32,34,"magixmod"],"type":"tech","cost":{"insight II":75,"science":10},"category":"upgrade","startWith":0,"tier":9556,"req":{"city planning II":true,"caretaking":true,"eotm":true},"precededBy":["city planning II","caretaking","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":571},{"name":"city planning III(m)","displayName":"City planning III","desc":"[architect]s will now work 10% faster. //That's moderation...deal with it. It all goes to the smallest, fastest, most efficient...with few decorations on the streets.","icon":[33,34,"magixmod"],"type":"tech","cost":{"insight II":75,"science":10},"category":"upgrade","startWith":0,"tier":9691,"req":{"city planning II":true,"moderation":true,"guilds unite":true},"precededBy":["city planning II","moderation","guilds unite"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":572},{"name":"imprisonment","displayName":"Imprisonment","desc":"@[population,people] can now imprison [thief,Bad guys] until [guard]s can officially move them to [prison]s. @required to unlock [prison]s (along with [construction II] and [imprisonment II])","icon":[6,15,"magixmod"],"type":"tech","cost":{"insight":70},"category":"tier1","startWith":0,"tier":450,"req":{"CaP":true,"construction":true},"precededBy":["CaP","construction"],"leadsTo":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":573},{"name":"imprisonment II","displayName":"Imprisonment II","desc":"@unlocks [prison]s if [construction II] is researched. @[warehouse]s can store 5 [prisoner]s each should one dare to steal some resources.","icon":[0,35,"magixmod",5,15,"magixmod"],"type":"tech","cost":{"insight":700},"category":"tier1","startWith":0,"tier":8886,"req":{"plain island building":true,"imprisonment":true},"precededBy":["plain island building","imprisonment"],"leadsTo":["imprisonment III","sharp edges","fragile bars","longer prison sentences","shorter prison sentences"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":574},{"name":"imprisonment III","displayName":"Imprisonment III","desc":"The chance for [prisoner]s escaping a [prison] is lowered by quite a bit, but each [prison] will use 20 more [worker]s for tighter security. Also changes what your [prison]s look like.","icon":[1,35,"magixmod",4,16,"magixmod"],"type":"tech","cost":{"insight II":35,"science":5},"category":"tier2","startWith":0,"tier":8926,"req":{"leaves of wisdom":true,"imprisonment II":true},"precededBy":["leaves of wisdom","imprisonment II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":575},{"name":"bII(normal)","displayName":"Burial II","desc":"@Reduces the bad effects of [fear of death] and [belief in revenants] by 5%. <>@Funeral cerermonies are more common. @provides 30 [inspiration]","icon":[0,35,"magixmod",13,23,"magixmod",22,1],"type":"tech","cost":{"insight":510},"category":"tier1","startWith":0,"tier":1475,"chance":15,"req":{"burial":true,"philosophy":true,"bII(acceptance)":false},"precededBy":["burial","philosophy"],"effects":[{"type":"provide res","what":{"inspiration":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":589},{"name":"physics III","displayName":"Physics III","desc":"@provides 10 [education] and 25 [wisdom II] @People's understanding of physics and anomalies in reality increases. From now on, people will be able to understand the 3-dimensional world more. //It is x axis, y axis and z axis...","icon":[1,35,"magixmod",16,28,"magixmod"],"type":"tech","cost":{"insight II":300,"science":100},"category":"tier1","startWith":0,"tier":8847,"req":{"physics II":true,"bigger university":true},"precededBy":["physics II","bigger university"],"leadsTo":["beekeeping V"],"effects":[{"type":"provide res","what":{"education":10,"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":590},{"name":"mathV(sums)","displayName":"Maths V","desc":"@provides 10 [education] and 25 [wisdom II] @By picking this mathematical tech, your scholars and mathematicians working in your university will mostly discover endless sums, sequences etc.//Fibonacci, here we go...","icon":[3,35,"magixmod",17,28,"magixmod"],"type":"tech","cost":{"insight II":500,"science":100},"category":"tier1","startWith":0,"tier":16769,"req":{"maths IV":true,"even bigger university":true,"mathV(3dgeo)":false,"mathV(algebra)":false},"precededBy":["maths IV","even bigger university"],"effects":[{"type":"provide res","what":{"education":10,"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":591},{"name":"mathV(3dgeo)","displayName":"Maths V","desc":"@provides 10 [education] and 25 [wisdom II] @By picking this mathematical tech, your scholars and mathematicians working in your university will mostly try to understand all secrets of 3 dimensional geometry.//It is x axis, y axis, and z axis","icon":[3,35,"magixmod",18,28,"magixmod"],"type":"tech","cost":{"insight II":500,"science":100},"category":"tier1","startWith":0,"tier":16769,"req":{"maths IV":true,"even bigger university":true,"mathV(sums)":false,"mathV(algebra)":false},"precededBy":["maths IV","even bigger university"],"effects":[{"type":"provide res","what":{"education":10,"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":592},{"name":"mathV(algebra)","displayName":"Maths V","desc":"@provides 10 [education] and 25 [wisdom II] @By picking this mathematical tech, your scholars and mathematicians working in your university will master algebra.//3 variable equations?","icon":[3,35,"magixmod",19,28,"magixmod"],"type":"tech","cost":{"insight II":500,"science":100},"category":"tier1","startWith":0,"tier":16769,"req":{"maths IV":true,"even bigger university":true,"mathV(3dgeo)":false,"mathV(sums)":false},"precededBy":["maths IV","even bigger university"],"effects":[{"type":"provide res","what":{"education":10,"wisdom II":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":593},{"name":"symbI","displayName":"Symbolism","desc":"@[dreamer]s produce 40% more [insight]@obtaining techs now refund 1 [insight] for every 150 [insight] spent on research, rounded up.@adopting traits now provide 1 bonus [culture].<>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on colours. There are two types of [symbI] that you can unlock!","icon":[36,11,"magixmod"],"type":"tech","cost":{"culture":10,"insight":10},"category":"upgrade","startWith":0,"tier":40,"req":{"oral tradition":true,"intuition":true,"symbolism":false},"precededBy":["oral tradition","intuition"],"leadsTo":["symbolic cultural colors","symbolic knowledge colors"],"effects":[{"type":"provide res","what":{"cultural balance":3}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":597},{"name":"rafts","displayName":"Rafts","desc":"@Allows exploration through ocean shores @[rafts] are inefficient on the Tundra, Prairie, Ice desert, and Forest biomes<>//Rafts are good but a risky and uneasy way to explore the larger parts of the ocean. Depending on your closest location, consider picking [canoes] instead and make this tech be obtainable in a slightly later game stage.","icon":[29,6,"magixmod"],"type":"tech","cost":{"insight":15},"category":"tier1","startWith":0,"tier":45,"req":{"tool-making":true,"woodcutting":true,"canoes":false},"precededBy":["tool-making","woodcutting"],"effects":[{"type":"allow","what":["shore exploring"]},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":598},{"name":"exploration trips","displayName":"Exploration trips","desc":"@unlocks a new mode for [wanderer]s, allowing them to discover nearby tiles if your primary terrain is decently explored.<>[wanderer]s will discover nearby terrain if their homeland is decently discovered.<>The alternative is [scouting], which can also be obtained at the same time upon reaching [wizardry]. (Be aware that not having [scouting] will prevent you from voyaging deeply into the ocean.)<>Keep in mind that to make Exploration units explore more terrain, you will need more researches.//Getting this increases the exploration cap by a little bit.","icon":[36,13,"magixmod"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":40,"chance":2,"req":{"tool-making":true,"language":true,"intuition":true,"scouting":false},"precededBy":["tool-making","language","intuition"],"leadsTo":["around the world"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":602},{"name":"around the world","displayName":"Exploration trips II","desc":"Increases the speed of [wanderer]s when exploring new tiles by 20%.//We're gonna go around the world!","icon":[0,35,"magixmod",36,13,"magixmod"],"type":"tech","cost":{"insight":40},"category":"tier1","startWith":0,"tier":80,"req":{"exploration trips":true},"precededBy":["exploration trips"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":603},{"name":"trails","displayName":"Trails","desc":"Increases the speed of [wanderer]s by 15%, but decreases the speed of [scout]s by 5%. Decreases the chance of [wanderer]s getting lost.//Explore the world...without getting lost.","icon":[2,2,0,0,"magix2"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":50,"req":{"scouting":true,"horses":false},"precededBy":["scouting"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":604},{"name":"horses","displayName":"Adventurous people","desc":"Increases the speed of [scout]s by 15%, but decreases the speed of [wanderer]s by 5%. Decreases the chance of [scout]s getting lost.//Explore the world...without getting lost.","icon":[24,3,0,0,"magix2"],"type":"tech","cost":{"insight":10},"category":"tier1","startWith":0,"tier":50,"req":{"scouting":true,"trails":false},"precededBy":["scouting"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":605},{"name":"sandy shores","displayName":"Sandy shores","desc":"@Your [digger]s will be able to to collect small amounts of [sand] from the ocean, based on your [wtr] @The effect of [wtr] is capped at 1,000 and is based on your explored water. //A window...to dig...","icon":[4,9,24,1],"type":"tech","cost":{"insight":50},"category":"tier1","startWith":0,"tier":375,"req":{"boat building":true},"precededBy":["boat building"],"leadsTo":["sandy shores II","salty sand"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":606},{"name":"sandy shores II","displayName":"Sandy shores II","desc":"Your [digger]s collect twice as much [sand] from [sandy shores].","icon":[0,35,"magixmod",4,9,24,1],"type":"tech","cost":{"insight":180},"category":"tier1","startWith":0,"tier":555,"req":{"sandy shores":true},"precededBy":["sandy shores"],"leadsTo":["salty sand II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":607},{"name":"concentrated juices","displayName":"Moar juices II","desc":"Use a different strategy of transporting materials to your [artisan of juice,Artisans of juice], doubling how fast they can make [juices]. However, making [juices] now requires 3 times as much [water].//Even MOAR JUICE!!! (But concentrated this time.)","icon":[0,35,"magixmod",17,4,"magixmod"],"type":"tech","cost":{"insight":1600},"category":"tier1","startWith":0,"tier":12101,"req":{"more humid water":true},"precededBy":["more humid water"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":608},{"name":"beekeeping","displayName":"Beekeeping","desc":"@unlocks a new [honey]-related mode for [firekeeper]s, although it has a very large chance to fail","icon":[4,0,"magix2"],"type":"tech","cost":{"insight":80},"category":"tier1","startWith":0,"tier":80,"req":{"care for nature":true},"tutorialMesg":["important","You take a bite out of some honey. It's sweet and delicious! You also realize a useful trait of honey: honey will never decay! You start thinking of other ways to use honey...",[5,0,"magix2"]],"precededBy":["care for nature"],"leadsTo":["beekeeping II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":609},{"name":"beekeeping II","displayName":"Beekeeping II","desc":"Teach your people about how to ensure that bees survive through the winter, increasing the chance of future [honey] harvests! @you can also get [honeycomb]s from bee nests slowly, which are great for your people's [health] @you can now set a policy that sets the honey-based habits of your people","icon":[0,35,"magixmod",4,0,"magix2"],"type":"tech","cost":{"insight":450},"category":"tier1","startWith":0,"tier":1330,"req":{"beekeeping":true,"wizard wisdom":true},"precededBy":["beekeeping","wizard wisdom"],"leadsTo":["beekeeping III","plant-loving bees"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":610},{"name":"beekeeping III","displayName":"Beekeeping III","desc":"Discover a way to use [nature essence] to get bees out of hives, increasing [honey] gain. It is also is more likely to succeed! @unlocks a new method of getting [honey] that requires [nature essence] //with a better knowledge of bees, your beekeepers also feel a little safer","icon":[1,35,"magixmod",4,0,"magix2"],"type":"tech","cost":{"insight":1200,"wisdom":25},"category":"tier1","startWith":0,"tier":2555,"req":{"beekeeping II":true},"precededBy":["beekeeping II"],"leadsTo":["care for nature II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":611},{"name":"superior winds","displayName":"Superior winds","desc":"Unlocks a new mode for [boat]s that will allow you to use [wind essence] to increase their effectiveness. //Let the magic start!","icon":[1,1,"magixmod",28,7],"type":"tech","cost":{"insight":250},"category":"tier1","startWith":0,"tier":1284,"req":{"essence storages":true},"precededBy":["essence storages"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":612},{"name":"salty sand","displayName":"Salty sand","desc":"You will be able to get some additional [salt] from your world's shores by hiring [digger]s, who will process the [salt] out of [sand].","icon":[11,7,0,0,"magix2"],"type":"tech","cost":{"insight":300},"category":"tier1","startWith":0,"tier":1439,"req":{"essence storages":true,"sandy shores":true},"precededBy":["essence storages","sandy shores"],"leadsTo":["salty sand II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":613},{"name":"salty sand II","displayName":"Salty sand II","desc":"[digger]s are now able to get much more [salt] from your oceans by drying out the salty water within. //that's pretty salty...","icon":[0,35,"magixmod",11,7,0,0,"magix2"],"type":"tech","cost":{"insight":600,"wisdom":50},"category":"tier1","startWith":0,"tier":2269,"req":{"sandy shores II":true,"salty sand":true,"care for nature":true},"precededBy":["sandy shores II","salty sand","care for nature"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":614},{"name":"smartness of essentials","displayName":"Smartness of essentials","desc":"@Your people become smarter, making [essential conversion tank]s produce 50% more [insight II] and 20% more of other essentials. @However, [essential conversion tank]s will now require twice as much [mana] for upkeep and now require 550 of the lower tier essential. //time to use our big brains","icon":[6,22,"magixmod"],"type":"tech","cost":{"insight II":80},"category":"tech1","startWith":0,"tier":12783,"req":{"essential conversion tank overclock I":true},"precededBy":["essential conversion tank overclock I"],"leadsTo":["people of the arts II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":615},{"name":"science master","displayName":"Science master","desc":"Getting this lets you hire [guru]s that produce [insight] and a small amount of [science]. @provides 1 bonus [science]","icon":[27,0,"magixmod",29,5,"magixmod"],"type":"tech","cost":{"insight II":5},"category":"tier1","startWith":0,"tier":5,"req":{"eotm":true},"precededBy":["eotm"],"leadsTo":["science blessing"],"effects":[{"type":"provide res","what":{"science":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":616},{"name":"stronger faith II","displayName":"Stronger faith II","desc":"[cathedral]s become 4 times as powerful, but require twice as much [holy essence] as upkeep.","icon":[0,35,"magixmod",19,3,"magixmod"],"type":"tech","cost":{"insight":800,"faith":200},"category":"tier1","startWith":0,"tier":20411,"req":{"stronger faith":true,"7th complex tower":true},"precededBy":["stronger faith","7th complex tower"],"leadsTo":["trees of faith","faith in water"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":617},{"name":"hotter factories","displayName":"Hotter factories","desc":"[heat factory,Heat factories] are much less likely to fail their production and produce products faster.","icon":[34,16,"magixmod",24,1],"type":"tech","cost":{"insight II":125,"lightning essence":80000},"category":"tier1","startWith":0,"tier":111101,"req":{"factories II":true},"precededBy":["factories II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":618},{"name":"trees of faith","displayName":"Trees of faith","desc":"[cathedral]s become 25% more effective and will provide some [health] now.//planting these unique trees help us gain a truly ultimate belief","icon":[36,2,"magixmod",24,1],"type":"tech","cost":{"faith":800},"category":"tier1","startWith":0,"tier":21961,"req":{"stronger faith II":true,"mentors of nature":true,"better healing":true},"precededBy":["stronger faith II","mentors of nature","better healing"],"leadsTo":["trees of faith II","mentors of nature II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":619},{"name":"trees of faith II","displayName":"Trees of faith II","desc":"The [leaves of wisdom] and [branches of wisdom] traits can now be obtained at the same time! In addition, you have a 5% chance of getting both of them at the same time at the start of a new year. Be warned, however, as getting this trait will cost some [wisdom II] (you can get more, however, by adopting both traits).","icon":[0,35,"magixmod",36,2,"magixmod",24,1],"type":"tech","cost":{"insight II":125,"wisdom II":50},"category":"tier1","startWith":0,"tier":22151,"req":{"treeplanting":true,"trees of faith":true,"richer language":true},"precededBy":["treeplanting","trees of faith","richer language"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":620},{"name":"careful water storage","displayName":"Careful water storage","desc":"Carefully storing the [water] within your tribe is a good first step in preventing its rapid decay. @decreases [water] decay during droughts @[cloudy water] decay will be decreased slightly","icon":[7,6,0,0,"magix2"],"type":"tech","cost":{"insight":80},"category":"tier1","startWith":0,"tier":16471,"req":{"drought":true,"well-digging":true,"paradise building":true},"precededBy":["drought","well-digging","paradise building"],"leadsTo":["deeper wells II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":621},{"name":"deeper wells II","displayName":"Deeper wells II","desc":"Making sure to have plenty of depth within your people's wells can ensure that they have enough when droughts or famines strike. @boosts all types of wells by 50%","icon":[0,35,"magixmod",31,15,"magixmod"],"type":"tech","cost":{"insight":600,"wisdom":50},"category":"tier1","startWith":0,"tier":17121,"req":{"careful water storage":true},"precededBy":["careful water storage"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":622},{"name":"faith in water","displayName":"Faith in water","desc":"Unlocks a new ritual related to [water] gathering that costs [magic essences] instead of [faith].","icon":[25,3,0,0,"magix2"],"type":"tech","cost":{"magic essences":100000},"category":"tier1","startWith":0,"tier":120411,"req":{"stronger faith II":true},"precededBy":["stronger faith II"],"leadsTo":["care for nature II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":623},{"name":"art of cooking II","displayName":"Art of cooking II","desc":"Cooking is complex, but your [chef]s are willing to learn! @Getting this unlocks 2 new modes for them, which may provide additional [happiness] or [health] when produced. @Obtaining this will also make your [population,people] smarter at storing [meals], slowing their decay somewhat.","icon":[0,35,"magixmod",23,13,"magixmod"],"type":"tech","cost":{"insight":600,"wisdom":50,"culture":600},"category":"tier1","startWith":0,"tier":2415,"req":{"art of cooking":true},"precededBy":["art of cooking"],"leadsTo":["spicy foods"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":624},{"name":"magical filtering II","displayName":"Magical filtering II","desc":"Use the power of water, wind, and clouds! @your filters that process [cloudy water] work twice as fast","icon":[0,35,"magixmod",25,8,"magixmod"],"type":"tech","cost":{"insight":1600,"wind essence":40000,"water essence":40000,"cloud":50000},"category":"tier1","startWith":0,"tier":138955,"req":{"magical filtering":true},"precededBy":["magical filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":625},{"name":"plant-loving bees","displayName":"Plant-loving bees","desc":"Use some [nature essence] and gather some nearby plants to increase all [honey] gain by 50%.","icon":[1,2,"magixmod",24,1],"type":"tech","cost":{"insight":400,"nature essence":5000,"honey":1200,"faith":15},"category":"tier1","startWith":0,"tier":8055,"req":{"beekeeping II":true,"wizard wisdom":true,"druidism":true,"plant lore II":true},"precededBy":["beekeeping II","wizard wisdom","druidism","plant lore II"],"leadsTo":["superior honey"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":626},{"name":"power from beneath","displayName":"Power from beneath","desc":"You notice that the deeper you go into the Underworld, the hotter it becomes. However, [wind essence] and some simple walls seem to do the trick of cooling everything down! @decreases the cost and [land of the Underworld,Underworld land] limit of [fort]s and makes them take up 10% less space","icon":[10,19,"magixmod",24,1],"type":"tech","cost":{"insight":200,"basic building materials":5000,"wind essence":64000},"category":"tier1","startWith":0,"tier":70797,"req":{"underworld's ascendant":true,"underworld building 2/2":true},"precededBy":["underworld's ascendant","underworld building 2/2"],"leadsTo":["smarter people"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":627},{"name":"superior honey","displayName":"Superior honey","desc":"Your people love [honey] so much that they can't wait for more of it! @Increases the [happiness] gain from eating [honey] and [honeycomb]s by 20% @Unlocks a new ritual related to them","icon":[6,0,"magix2",24,1],"type":"tech","cost":{"insight":1500,"honey":2500,"nature essence":10000},"category":"tier1","startWith":0,"tier":22055,"req":{"plant-loving bees":true,"care for nature II":true},"precededBy":["plant-loving bees","care for nature II"],"leadsTo":["hive frames"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":628},{"name":"golden crafting","displayName":"Golden crafting","desc":"[golden fish] currently have only a 20% chance to work properly. Triple the chance of success by teaching your people how to more carefully use the ingots involved.","icon":[12,0,"magix2",24,1],"type":"tech","cost":{"insight":80,"precious metal ingot":1},"category":"tier1","startWith":0,"tier":206,"req":{"smelting":true,"t6":true},"precededBy":["smelting","t6"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":629},{"name":"ocean decay I","displayName":"Ocean decay I","desc":"Decrease the rate of [land] decaying by 40%.","icon":[16,0,"magix2",24,1],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":30,"req":{"t6":true,"stone-knapping":true},"precededBy":["t6","stone-knapping"],"leadsTo":["ocean decay II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":630},{"name":"ocean decay II","displayName":"Ocean decay II","desc":"Decrease the rate of [land] decaying by 40% again. This effect does not stack additively with the other techs!","icon":[0,35,"magixmod",16,0,"magix2",24,1],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":375,"req":{"ocean decay I":true,"boat building":true},"precededBy":["ocean decay I","boat building"],"leadsTo":["ocean decay III","ocean reversion"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":631},{"name":"ocean decay III","displayName":"Ocean decay III","desc":"Decrease the rate of [land] decaying by 40% once more. This effect does not stack additively with the other techs!","icon":[1,35,"magixmod",16,0,"magix2",24,1],"type":"tech","cost":{"insight":125},"category":"tier1","startWith":0,"tier":1030,"req":{"ocean decay II":true,"wizard wisdom":true},"precededBy":["ocean decay II","wizard wisdom"],"leadsTo":["ocean decay IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":632},{"name":"ocean decay IV","displayName":"Ocean decay IV","desc":"Decrease the rate of [land] decaying by 40% yet again. This effect does not stack additively with the other techs!","icon":[2,35,"magixmod",16,0,"magix2",24,1],"type":"tech","cost":{"insight":400,"wisdom":10},"category":"tier1","startWith":0,"tier":3535,"req":{"ocean decay III":true,"Wizard complex":true},"precededBy":["ocean decay III","Wizard complex"],"leadsTo":["ocean decay V"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":633},{"name":"ocean decay V","displayName":"Ocean decay V","desc":"Decrease the rate of [land] decaying by 40% for a final time. This effect does not stack additively with the other techs!","icon":[3,35,"magixmod",16,0,"magix2",24,1],"type":"tech","cost":{"insight":600,"wisdom":25},"category":"tier1","startWith":0,"tier":4160,"req":{"ocean decay IV":true},"precededBy":["ocean decay IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":634},{"name":"ocean reversion","displayName":"Ocean reversion","desc":"@[land] decay is reverted by 1 every 5 ticks","icon":[15,0,"magix2",24,1],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":400,"req":{"ocean decay II":true},"precededBy":["ocean decay II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":635},{"name":"fruit identification","displayName":"Fruit identification","desc":"Most people in your tribe seem to have a particular soft spot for some types of unique fruits. What if you could categorize them? @From now on, you will be able to gain two unique types of fruits: [exotic fruit] and [fruit,Normal fruit]. [exotic fruit] cannot be found in all lands with fruit. However, they will provide 250% as much [happiness] than normal [fruit] without any backfire! @Also unlocks a new tech related to [juices]...","icon":[23,0,"magix2",24,1],"type":"tech","cost":{"insight":100},"category":"tier1","startWith":0,"tier":100,"req":{"juicy expertise":true},"precededBy":["juicy expertise"],"leadsTo":["exotic blending"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":636},{"name":"exotic blending","displayName":"Exotic blending","desc":"After trying out some [exotic fruit], your people seem to enjoy them a whole bunch. @After unlocking this, you'll be able to craft [exotic juices] @this type of drink will provide 300% as much [happiness] as normal [juices]","icon":[24,0,"magix2",24,1],"type":"tech","cost":{"insight":25},"category":"tier1","startWith":0,"tier":125,"req":{"fruit identification":true},"precededBy":["fruit identification"],"leadsTo":["fruit identification II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":637},{"name":"fruit identification II","displayName":"Fruit identification II","desc":"Your people will be better-trained at finding out if various plants are poisonous or not, increasing [fruit] gain by 20%, [herb] gain by 10%, and [exotic fruit] gain by 5%.","icon":[0,35,"magixmod",23,0,"magix2",24,1],"type":"tech","cost":{"insight":100},"category":"tier1","startWith":0,"tier":225,"req":{"exotic blending":true},"precededBy":["exotic blending"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":638},{"name":"spicy foods","displayName":"Spicy foods","desc":"After all this time...your tribe still hasn't known about the power of spice yet. Maybe it's time to teach them! @unlocks [spices], which are collected from your [gatherer]s @unlocks a new recipe for your [chef]s //ooohh that's spicy","icon":[21,0,"magix2"],"type":"tech","cost":{"insight":250,"wisdom":100,"inspiration":125},"category":"tier1","startWith":0,"tier":2890,"req":{"art of cooking II":true},"precededBy":["art of cooking II"],"leadsTo":["spicy foods II","love of spice"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":639},{"name":"spicy foods II","displayName":"Spicy foods II","desc":"Gain more information about how [spices] are collected, increasing its collection rate by 50%. //my tongue is burning","icon":[0,35,"magixmod",21,0,"magix2"],"type":"tech","cost":{"wisdom":300,"inspiration":20},"category":"tier1","startWith":0,"tier":3210,"req":{"spicy foods":true},"precededBy":["spicy foods"],"leadsTo":["spicy foods III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":640},{"name":"spicy foods III","displayName":"Spicy foods III","desc":"Go deeper into the world of spicy ingredients and start getting your people to begin cultivating various [spices] themselves. //Getting this will triple your [spices,Spice] gain. //THAT IS WAY TOO SPICY!!!!","icon":[1,35,"magixmod",21,0,"magix2"],"type":"tech","cost":{"insight":750,"influence":150},"category":"tier1","startWith":0,"tier":4110,"req":{"leaves of wisdom":true,"branches of wisdom":true,"spicy foods II":true},"precededBy":["leaves of wisdom","branches of wisdom","spicy foods II"],"leadsTo":["art of cooking III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":641},{"name":"art of cooking III","displayName":"Art of cooking III","desc":"Teach your [population,people] how to cook dishes themselves, allowing them to cook [meals] themselves without needing [chef]s! @Every 10 days, your [population,people] will switch to a different [meals,Meal] to cook!<>Because not all of them are trained [chef]s, they will use 1 [cooked meat] or 1 [cooked seafood] and combine them with half of a [herb], [fruit], or [vegetable] to produce 1 [meals,Meal] (using 0.1 more [food] than normally hired [chef]s). //They will switch what [food] that they use every ten days.","icon":[1,35,"magixmod",23,13,"magixmod"],"type":"tech","cost":{"insight":750,"influence":150},"category":"tier1","startWith":0,"tier":5010,"req":{"spicy foods III":true},"precededBy":["spicy foods III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":642},{"name":"smarter people","displayName":"Smarter people","desc":"@Increases the chance of getting [eotm] significantly if you don't already have it. That trait is a key step in unlocking more advanced ideas and technologies! @provides 100 [wisdom] and 1 [education] @also triples the chance of unlocking [transcendentalist]s (this, however, requires you to unlock a special world)","icon":[23,19,"magixmod",0,0,"magix2"],"type":"tech","cost":{"insight":4000,"influence":1000},"category":"tier1","startWith":0,"tier":75797,"req":{"power from beneath":true},"precededBy":["power from beneath"],"effects":[{"type":"provide res","what":{"wisdom":1}},{"type":"provide res","what":{"education":1}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":643},{"name":"people of the arts","displayName":"People of the arts","desc":"@improve the art and drawing skills of your people @makes [painter]s generate very small amounts of [culture II] @provides 5 [inspiration II]","icon":[11,7,"magixmod",12,4,"magixmod",24,1],"type":"tech","cost":{"culture II":25,"faith II":2},"category":"tier1","startWith":0,"tier":767,"req":{"symbolism III":true},"precededBy":["symbolism III"],"leadsTo":["people of the arts II","cultural people"],"effects":[{"type":"provide res","what":{"inspiration II":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":644},{"name":"mana brewery III","displayName":"Mana brewery III","desc":"Use a more effective method of creating [mana], allowing [mana maker]s and [alchemist]s to make it 50% faster. //first, add some water here...","icon":[1,35,"magixmod",19,2,"magixmod"],"type":"tech","cost":{"insight":1500,"water":200000,"mana":50000},"category":"tier1","startWith":0,"tier":260791,"req":{"alchemy":true},"precededBy":["alchemy"],"leadsTo":["more mana making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":645},{"name":"hive frames","displayName":"Hive frames","desc":"@unlocks more advanced methods of getting bees to work, allowing you to construct [hive frame]s from [carpenter workshop]s @your [firekeeper]s that attend to bees will now work three times faster whenever [hive frame]s are available (excluding non-essenced [honey] collection)","icon":[34,0,"magix2"],"type":"tech","cost":{"insight":600,"wisdom":50},"category":"tier1","startWith":0,"tier":22705,"req":{"construction":true,"superior honey":true},"precededBy":["construction","superior honey"],"leadsTo":["magical hive frames"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":646},{"name":"magical hive frames","displayName":"Magical hive frames","desc":"@allows you to create [essenced hive frame]s from [carpenter workshop]s using some [lumber] and [nature essence] @unlocks a new mode for [firekeeper]s that will collect both [honey] and [honeycomb]s @also lets you craft both normal and essenced frames in the Paradise version","icon":[36,0,"magix2"],"type":"tech","cost":{"insight":1250,"wisdom":200,"culture":50},"category":"tier1","startWith":0,"tier":41446,"req":{"paradise crafting":true,"hive frames":true},"precededBy":["paradise crafting","hive frames"],"leadsTo":["beekeeping IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":647},{"name":"people of the arts II","displayName":"People of the arts II","desc":"@getting this doubles the [culture II] gain from [painter]s @[essential conversion tank]s produce [culture II] 50% faster","icon":[0,35,"magixmod",11,7,"magixmod",12,4,"magixmod",24,1],"type":"tech","cost":{"insight II":50,"culture II":35},"category":"tier1","startWith":0,"tier":13635,"req":{"caretaking":true,"smartness of essentials":true,"people of the arts":true},"precededBy":["caretaking","smartness of essentials","people of the arts"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":648},{"name":"oil-digging II","displayName":"Oil-digging II","desc":"[oil] can now be used along with [lightning essence] and [charcoal] to unlock a new mode for your [heat factory,Heat factories].","icon":[0,35,"magixmod",29,2,"magixmod"],"type":"tech","cost":{"insight II":400,"oil":10000},"category":"tier1","startWith":0,"tier":10425,"req":{"oil-digging":true},"precededBy":["oil-digging"],"leadsTo":["charcoal production II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":649},{"name":"larger toolhuts","displayName":"Larger toolhuts","desc":"Your [Toolhut]s will now work 50% faster, but will require 40 more [worker]s and 32 more [stone tools].","icon":[11,15,"magixmod",17,18,"magixmod"],"type":"tech","cost":{"insight II":350},"category":"tier1","startWith":0,"tier":26016,"chance":2,"req":{"manufacture units II":true},"precededBy":["manufacture units 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II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":667},{"name":"better art schools","displayName":"Better art schools","desc":"@[art school]s will now be twice as likely to turn a [child] into a [virtuoso of art] @provides 10 [inspiration II]","icon":[42,0,"magix2",24,1],"type":"tech","cost":{"culture II":100},"category":"tier1","startWith":0,"tier":160,"req":{"passionate artistry":true},"precededBy":["passionate artistry"],"effects":[{"type":"provide res","what":{"inspiration II":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":668},{"name":"art shows","displayName":"Art shows","desc":"@[art school]s will now host art shows to show off the drawing skills of their [artist]s, meaning that each [work of art] will provide a little bit of culture @[work of art,Works of art] will decay a little slower with proper art storage","icon":[45,0,"magix2",24,1],"type":"tech","cost":{"culture II":140},"category":"tier1","startWith":0,"tier":200,"req":{"passionate artistry":true},"precededBy":["passionate artistry"],"leadsTo":["culture of gems II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":669},{"name":"mentors of nature II","displayName":"Mentors of nature II","desc":"[druid]s generate 50% more [health] now!","icon":[0,35,"magixmod",31,31,"magixmod"],"type":"tech","cost":{"insight II":40,"culture II":10},"category":"tier1","startWith":0,"tier":22011,"req":{"eotm":true,"trees of faith":true,"caretaking":true},"precededBy":["eotm","trees of faith","caretaking"],"leadsTo":["mentors of nature III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":670},{"name":"beekeeping IV","displayName":"Beekeeping IV","desc":"Let your [firekeeper]s find the optimal strategies for keeping bees, improving how much [honey] and [honeycomb]s that you gain from [essenced hive frame]s by 20%.","icon":[2,35,"magixmod",4,0,"magix2"],"type":"tech","cost":{"insight II":150,"nature essence":125000},"category":"tier1","startWith":0,"tier":170038,"req":{"maths IV":true,"magical hive frames":true},"precededBy":["maths IV","magical hive frames"],"leadsTo":["beekeeping V"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":671},{"name":"quarrying IV","displayName":"Quarrying IV","desc":"Quarries will become less dangerous, making injuries much, much less likely!","icon":[2,35,"magixmod",12,0,"magixmod"],"type":"tech","cost":{"insight II":200,"science":15,"influence II":20},"category":"tier1","startWith":0,"tier":13768,"req":{"quarrying III":true,"maths IV":true},"precededBy":["quarrying III","maths IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":672},{"name":"beekeeping V","displayName":"Beekeeping V","desc":"The final beekeeping tech... @gives you a small chance to collect some additional [honey] from all firekeeping modes","icon":[3,35,"magixmod",4,0,"magix2"],"type":"tech","cost":{"insight II":150,"nature essence":125000},"category":"tier1","startWith":0,"tier":297403,"req":{"physics III":true,"beekeeping IV":true},"precededBy":["physics III","beekeeping IV"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":673},{"name":"mentors of nature III","displayName":"Mentors of nature III","desc":"From now on, more units will be able to generate [health] in small amounts: @[healer]s (twice as much as [druid]s, adding with any traits that also provide [health]) @[firekeeper]s (one fifth as much as [druid]s) @[florist]s (one tenth as much as [druid]s) @very, very rarely, your [gatherer]s will provide some [health]","icon":[1,35,"magixmod",31,31,"magixmod"],"type":"tech","cost":{"insight II":40,"culture II":10},"category":"tier1","startWith":0,"tier":22061,"req":{"mentors of nature II":true,"eota":true},"precededBy":["mentors of nature 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II":20,"science":10},"category":"tier1","startWith":0,"tier":1935,"req":{"prospecting IV":true,"passionate artistry":true},"precededBy":["prospecting IV","passionate artistry"],"leadsTo":["culture of gems II"],"effects":[{"type":"provide res","what":{"inspiration II":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":676},{"name":"culture of gems II","displayName":"Culture of gems II","desc":"@[carver]s generate twice as much [culture II] from making [valuable gem block]s now and are much less likely to fail when crafting one @[valuable gems] are mined 10% more often","icon":[48,0,"magix2"],"type":"tech","cost":{"insight II":550,"culture II":150},"category":"tier1","startWith":0,"tier":2775,"req":{"culture of gems":true,"art shows":true},"precededBy":["culture of gems","art shows"],"leadsTo":["culture of gems III"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":677},{"name":"music 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of alchemy, your civilization will be able to improve the speed of [furnace]s by 10%. //pretty interesting materials...","icon":[54,0,"magix2",24,1],"type":"tech","cost":{"insight":800,"wisdom":25,"culture":200},"category":"tier1","startWith":0,"tier":10316,"req":{"alchemy":true},"precededBy":["alchemy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":684},{"name":"gardening II","displayName":"Gardening II","desc":"Learn about how to use irrigation to create more advanced farms, boosting crop gains of your large farms by +125%.","icon":[0,35,"magixmod",10,0,"magixmod"],"type":"tech","cost":{"insight II":40},"category":"tier1","startWith":0,"tier":3335,"req":{"agriculture":true,"eotm":true},"precededBy":["agriculture","eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":685},{"name":"more mana making","displayName":"More mana making","desc":"Unlock a new method to make [mana] with a special type of [golden mana maker,Mana maker].","icon":[60,0,"magix2"],"type":"tech","cost":{"insight":1200,"culture":200},"category":"tier1","startWith":0,"tier":262191,"req":{"mana brewery III":true},"precededBy":["mana brewery III"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":686},{"name":"aquatic food","displayName":"Aquatic food","desc":"You will now be able to use gather [kelp], which can be eaten along with other [food] for some easy [health] benefits.","icon":[62,0,"magix2",24,1],"type":"tech","cost":{"insight":200},"category":"tier1","startWith":0,"tier":200,"req":{"caretaking":true},"precededBy":["caretaking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":687}],"traits":[{"name":"scavenging","displayName":"Scavenging","desc":"@idle [worker]s gather resources with a tenth of the speed of a [gatherer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[20,1],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"carcass-looting":false,"active exploration":false,"dreaming":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":174},{"name":"rules of food","displayName":"Rules of food","desc":"@unlocks policies that manage which food types can be eaten. //Can I eat fried chips?","icon":[19,1],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":0.4,"req":{"tribalism":true,"policies":true},"precededBy":["tribalism","policies"],"leadsTo":["cooking","ungrateful tribe"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":175},{"name":"ground tools","displayName":"Ground tools","desc":"@[artisan]s and [carver]s use ground tools, allowing them to craft their stuff between 20% faster. //Note: it also applies to seasonal artisans, such as the [artisan of christmas] (with [culture of celebration] obtained), but provides only a 10% boost.","icon":[15,10,"magixmod"],"type":"trait","cost":{"insight":7},"category":"culture","startWith":0,"tier":7,"chance":10,"req":{"tool-making":true,"ground weapons":false,"ground pots":false},"precededBy":["tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":176},{"name":"artistic thinking","displayName":"Artistic thinking","desc":"@[storyteller]s are 30% more efficient@opens the way for more art forms","icon":[12,3,"magixmod"],"type":"trait","cost":{"culture":5},"category":"culture","startWith":0,"tier":5,"chance":10,"req":{"symbolism":true},"precededBy":["symbolism"],"leadsTo":["culture of celebration","alphabet 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":177},{"name":"fear of death","displayName":"Fear of 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[faith] but harming [health]. @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.//Ewww","icon":[15,7,"magixmod"],"type":"trait","cost":{"culture":25},"category":"short","startWith":0,"tier":25,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":false,"art of death":false,"belongings preservance":false},"precededBy":["tribalism","ritualism"],"leadsTo":["revenants","respect for the corpse","vampirism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":181},{"name":"culture of moderation","displayName":"Culture of moderation","desc":"@people consume 15% less [food], but derive less joy from eating. @may unlock more food habit traits //Diet?","icon":[3,12,19,1],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"joy of eating":false,"consumption stability":false,"unstable eating habits":false,"unstable consumption habits":false,"dry throats":false},"precededBy":["tribalism"],"leadsTo":["healthy life"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":182},{"name":"joy of eating","displayName":"Joy of eating","desc":"@people consume 15% more [food], but are happier when eating. @may unlock more food habit traits //Nom nom mmm...","icon":[4,12,19,1],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"culture of moderation":false,"consumption stability":false,"unstable eating habits":false,"joy of drinking":false,"unstable consumption habits":false},"precededBy":["tribalism"],"leadsTo":["supreme healthy life"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":183},{"name":"insect-eating","displayName":"Insect-eating","desc":"@your people are no longer unhappy when eating [bugs]. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent. //Sometimes it is a need to eat a worm in order to survive when you have nothing left to eat.","icon":[8,11,22,1],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":5,"req":{"insects as food":"on","decent nourishment":false,"worm culture":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":184},{"name":"belief in portals","displayName":"Belief in portals","desc":"This belief makes wizards want to create a new dimension. //Will it succeed?","icon":[2,1,"magixmod"],"type":"trait","cost":{"culture":30,"faith":3},"category":"culture","startWith":0,"tier":47,"chance":10,"req":{"belief in the afterlife":true,"Wizard complex":true},"precededBy":["belief in the afterlife","Wizard complex"],"leadsTo":["first portal to new world","2nd portal sky","valid portal frame","time measuring 2/2","2nd portal past"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":185},{"name":"will to know more","displayName":"Will to know more","desc":"@After opening a portal to a strange new island, people started to become more curious. @Curiosity has gotten even stronger with this trait!","icon":[8,12,8,5,22,1],"type":"trait","cost":{"culture":5,"wisdom":25},"category":"knowledge","startWith":0,"tier":30,"chance":3,"req":{"plain island building":true},"precededBy":["plain island building"],"leadsTo":["physics","physics II","better healing","political roots","cultural roots","roots of insight","measuring system","archaeology","city planning II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":186},{"name":"juicy expertise","displayName":"Juicy expertise","desc":"After crafting [juices] for a bit, you noticed your people make the most tasty drinks you've ever tried! Getting this trait boosts the amount of [health] and [happiness] from drinking [juices] by 20%.","icon":[16,5,"magixmod"],"type":"trait","cost":{"juices":6000,"wisdom":25,"insight":30},"category":"knowledge","startWith":0,"tier":6080,"chance":6,"req":{"plant lore II":true,"juice-crafting":true},"precededBy":["plant lore II","juice-crafting"],"leadsTo":["fruit identification"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":187},{"name":"nutrition","displayName":"Nutrition","desc":"@makes [healer]s provide health @[fruit]s and [vegetable]s will generate 10% more [health] <>Some rules on nutrition will increase your [population,people]'s health, slightly improving their condition.","icon":[16,7,"magixmod"],"type":"trait","cost":{"culture":150,"wisdom":25,"insight":100,"influence":10},"category":"culture","startWith":0,"tier":285,"chance":120,"req":{"juice-crafting":true,"meat diet":false},"precededBy":["juice-crafting"],"leadsTo":["supreme healthy life"],"effects":[{"type":"provide res","what":{"dark decay":50}},{"type":"function"},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":188},{"name":"better healing","displayName":"Better healing","desc":"After being able to get [healer]s, your dreamers started thinking how to boost healing and decrease the amount of failed healing attempts. @This knowledge also unlocks [first aid], a new tech!","icon":[8,12,3,5,22,1],"type":"trait","cost":{"insight":50},"category":"knowledge","startWith":0,"tier":80,"chance":120,"req":{"healing":true,"will to know more":true},"precededBy":["healing","will to know more"],"leadsTo":["first aid","healing with brews","trees of faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":189},{"name":"revenants","displayName":"Revenants","desc":"The dark powers got mad because your people are using [corpse]s as a toy or ritual. Some of them will come back to life, but they will behave like an evil zombie. Just know: they won't replicate. You will need to defend your people against them. Every revenant will harm your [happiness] and kill your [population,people].","icon":[19,0,"magixmod"],"type":"trait","cost":{"insight":50,"corpse":500},"category":"culture","startWith":0,"tier":596,"chance":200,"req":{"belief in revenants":true,"ritual necrophagy":true},"precededBy":["belief in revenants","ritual necrophagy"],"leadsTo":["dark wonder","hope of revenant abandoning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":190},{"name":"culture of the afterlife","displayName":"Culture of the afterlife","desc":"Beliefs have slowly morphed into advanced culture. People will now try to be closer to the gods or god they worship, so who knows if they will build another wonder? @unhappiness from death is halved.","icon":[19,1,"magixmod"],"type":"trait","cost":{"insight":50,"culture":200,"inspiration":20,"authority":20,"spirituality":30,"faith":40},"category":"religion","startWith":0,"tier":374,"chance":300,"req":{"belief in the afterlife":true,"time measuring 1/2":true},"precededBy":["belief in the afterlife","time measuring 1/2"],"leadsTo":["monument-building II","improved furnace construction","focused gathering","bigger fires","motivation for artisans","the god's call"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":191},{"name":"the god's call","displayName":"The God's call","desc":"Your god...he called your people to his world...full of hopes, full of new adventures, and full of new ideas.//To his Paradise!","icon":[20,2,"magixmod"],"type":"trait","cost":{"insight":650,"culture":200,"inspiration":20,"authority":20,"spirituality":30,"faith":40},"category":"culture","startWith":0,"tier":1334,"chance":175,"req":{"culture of the afterlife":true},"precededBy":["culture of the afterlife"],"leadsTo":["2nd portal sky","gt1","gt2","gt3","gt4","gt5"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":192},{"name":"land acknowledge","displayName":"Acknowledging of lands","desc":"Your people will acknowledge new lands faster thanks to Paradise exploration. This knowledge unlocks a few new things...","icon":[21,10,"magixmod"],"type":"trait","cost":{},"category":"knowledge","startWith":0,"tier":0,"chance":100,"req":{"2nd portal sky":true},"precededBy":["2nd portal sky"],"leadsTo":["ambrosium treeplanting","f.r.o.s.t.y overclock I","tree-caring"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":194},{"name":"treeplanting","displayName":"Treeplanting","desc":"May the existence of orchards begin!","icon":[8,12,6,1],"type":"trait","cost":{"insight":250,"wisdom":15},"category":"knowledge","startWith":0,"tier":265,"chance":30,"req":{"2nd portal sky":true,"paradise building":true},"precededBy":["2nd portal sky","paradise building"],"leadsTo":["ambrosium treeplanting","tree-caring","trees of faith II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":195},{"name":"cooking II","displayName":"Advanced cooking","desc":"Your [population,people] can now use various ingredients to cook and make even better-tasting dishes. <>bon appetit","icon":[22,10,"magixmod"],"type":"trait","cost":{"insight":250,"wisdom":15},"category":"knowledge","startWith":0,"tier":265,"chance":20,"req":{"2nd portal sky":true,"paradise building":true},"precededBy":["2nd portal sky","paradise building"],"leadsTo":["art of cooking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":196},{"name":"culture of celebration","displayName":"Culture of celebration","desc":"Unlocks seasonal content. Seasonal content is content available for some time (such as Christmas).","icon":[18,15,"magixmod"],"type":"trait","cost":{"insight":10,"culture":40},"category":"culture","startWith":0,"tier":55,"chance":100,"req":{"artistic thinking":true},"precededBy":["artistic thinking"],"leadsTo":["firework crafting","firework launching","dark essenced fireworks","\\"dark season\\"","winter holidays","the christmas","love grows around us"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":197},{"name":"supreme healthy life","displayName":"Healthy life","desc":"Intelligent people came with doctrines of a healthier life. Then they shared their thoughts. Surprisingly, they were right. People are getting even healthier and even better! @This trait allows each person to generate a little bit of [health]. People won't eat even more food, so do not worry.","icon":[22,0,"magixmod"],"type":"trait","cost":{"culture":150,"insight":100,"influence":15},"category":"culture","startWith":0,"tier":557.5,"chance":120,"req":{"joy of eating":true,"nutrition":true,"healthy life":false},"precededBy":["joy of eating","nutrition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":198},{"name":"healthy life","displayName":"Healthy life","desc":"Intelligent people came with doctrines of how to live a healthier life, all because of moderation. Then they shared their thoughts. Surprisingly, they were right, but they weren't happy with simple [food]-based moderation. People got even healthier and feel even better. @This trait allows each person to generate a little bit of [health]. People won't eat more food, so do not worry.","icon":[22,1,"magixmod"],"type":"trait","cost":{"culture":150,"insight":100,"influence":15},"category":"culture","startWith":0,"tier":272.5,"chance":200,"req":{"culture of moderation":true,"supreme healthy life":false},"precededBy":["culture of moderation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":199},{"name":"political roots","displayName":"Political roots","desc":"Your people seem like they want political things go with old traditions. @Unlocks the [pagoda of democracy]: a political wonder.","icon":[20,17,"magixmod"],"type":"trait","cost":{"influence":125},"category":"main","startWith":0,"tier":155,"chance":250,"req":{"will to know more":true,"cultural roots":false,"roots of insight":false},"precededBy":["will to know more"],"leadsTo":["trustworthy influence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":200},{"name":"cultural roots","displayName":"Cultural roots","desc":"Your people seem like they cultivate traiditions born at their generation and share'em to future times. @Unlocks the [fortress of cultural legacy]: a cultural wonder.","icon":[19,17,"magixmod"],"type":"trait","cost":{"culture":300},"category":"main","startWith":0,"tier":330,"chance":250,"req":{"will to know more":true,"political roots":false,"roots of insight":false},"precededBy":["will to know more"],"leadsTo":["culture rise"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":201},{"name":"roots of insight","displayName":"Roots of insight","desc":"Your people seem like they are born for discoveries. @Unlocks the [complex of dreamers]: an [insight]-based wonder.","icon":[18,17,"magixmod"],"type":"trait","cost":{"wisdom":100},"category":"main","startWith":0,"tier":130,"chance":250,"req":{"will to know more":true,"cultural roots":false,"political roots":false},"precededBy":["will to know more"],"leadsTo":["knowledgeable","at1"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":202},{"name":"gt1","displayName":"God's trait #1 Housing","desc":"By making more effective use of your [land] and resources, you can squeeze some more people into various houses. @every 2 [hovel]s will gain +1 [housing], @[hut]s and [shelter on water,Shelters on water] will gain +1 [housing]. It is the same with [branch shelter]s and [mud shelter]s!","icon":[21,14,"magixmod"],"type":"trait","cost":{},"category":"gods","startWith":0,"tier":1334,"chance":275,"req":{"the god's call":true,"7th essence":true},"precededBy":["the god's call","7th essence"],"leadsTo":["faithful cloudy water filtering","magical filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":203},{"name":"gt2","displayName":"God's trait #2 Wheat rush","desc":"[wheat farm,Wheat farms] gather 10% more [wheat]. //How divine...","icon":[21,13,"magixmod"],"type":"trait","cost":{},"category":"gods","startWith":0,"tier":1334,"chance":275,"req":{"the god's call":true,"7th essence":true},"precededBy":["the god's call","7th essence"],"leadsTo":["magical filtering"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":204},{"name":"gt3","displayName":"God's trait #3 Superior gurus","desc":"@[guru]s will gather 50% more insight and are unlocked if you don't already have them! //guruful i guess","icon":[21,12,"magixmod"],"type":"trait","cost":{},"category":"gods","startWith":0,"tier":1334,"chance":275,"req":{"the god's call":true,"7th essence":true},"precededBy":["the god's call","7th essence"],"leadsTo":["Life-guiding","better seeking","dynamics","dynamics II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":205},{"name":"gt4","displayName":"God's trait #4 Potter's frenzy","desc":"Increases the efficiency of [factory of pots] and [hut of potters] by a quarter without harming any [happiness]. //we must make as many pots as we can","icon":[21,18,"magixmod"],"type":"trait","cost":{"faith":100},"category":"gods","startWith":0,"tier":1434,"chance":275,"req":{"the god's call":true,"7th essence":true},"precededBy":["the god's call","7th essence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":206},{"name":"gt5","displayName":"God's trait #5 Colored life","desc":"Increases the efficiency of [hovel of colours] by a quarter without harming any [happiness]. //first you put the materials here...","icon":[22,18,"magixmod"],"type":"trait","cost":{"faith":100},"category":"gods","startWith":0,"tier":1434,"chance":275,"req":{"the god's call":true,"7th essence":true,"caretaking":true},"precededBy":["the god's call","7th essence","caretaking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":207},{"name":"moderation","displayName":"Moderation","desc":"The time has finally come, and people seem very curious, making them want to know more and more! This trait will unlock unique techs, traits, and units.","icon":[25,17,"magixmod"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":400,"req":{"plain island building":true,"caretaking":false},"precededBy":["plain island building"],"leadsTo":["automation","moderated workstation planning","factories I","moderated carpentry","oil-digging","bigger factory racks","mining strategy","Conveyor conception","backshift at farms","improved construction","handwashM","factories II","city planning III(m)"],"effects":[{"type":"provide res","what":{"industry point":200}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":208},{"name":"caretaking","displayName":"Caretaking","desc":"People do not seem curious about further discoveries. Instead, they wish to live for a long time, calmly, and in peace. This trait will unlock unique techs, traits, and units.","icon":[24,17,"magixmod"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":400,"req":{"plain island building":true,"moderation":false},"precededBy":["plain island building"],"leadsTo":["manufacturing","workstation planning","gt5","cozier building","more capacious racks","next-to house fruitbushes","safer explosive usage","mo' shelterz","handwashC","manufacture units II","city planning III","people of the arts II","mentors of nature II","aquatic food"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":209},{"name":"measuring system","displayName":"Measuring system","desc":"People noticed that they will need a measuring system to make constructing and planning easier...so they created their own system of measuring things. //truly a microsity","icon":[13,18,"magixmod"],"type":"trait","cost":{"wisdom":75},"category":"knowledge","startWith":0,"tier":105,"chance":475,"req":{"will to know more":true,"alphabet 2/3":true,"caligraphy":true},"precededBy":["will to know more","alphabet 2/3","caligraphy"],"leadsTo":["moderated workstation planning","workstation planning"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":210},{"name":"dark side","displayName":"Dark side","desc":"People now believe that if there are good deities and helpful spirits, then there must be something opposite to them. They think that some eveil beings of terror and pain exist in this world...","icon":[11,19,"magixmod"],"type":"trait","cost":{"spirituality":10,"faith":200},"category":"religion","startWith":0,"tier":210,"chance":40,"req":{"paradise crafting":true},"precededBy":["paradise crafting"],"leadsTo":["third passage to new world"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":211},{"name":"dt1","displayName":"Devil's trait #1 Lazy blacksmiths","desc":"[blacksmith workshop]s are 5% slower at each mode. It also affects the paradise version.","icon":[26,1,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt2":false,"dt3":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":212},{"name":"dt2","displayName":"Devil's trait #2 Lazy firekeepers","desc":"[firekeeper]s work 3% slower at each mode. //Nyeeeh","icon":[26,2,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt1":false,"dt3":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":213},{"name":"dt3","displayName":"Devil's trait #3 Lazy carvers","desc":"[carver]s are 5% slower at each mode.","icon":[26,3,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt1":false,"dt2":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":214},{"name":"dt4","displayName":"Devil's trait #4 Unlucky metals","desc":"All gathering of [gold ore,Gold] and [platinum ore,Platinum] is decreased by 5%. //if only we had a metal detector...WAIT THAT IS A GREAT IDEA","icon":[26,4,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt5":false,"dt6":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":215},{"name":"dt5","displayName":"Devil's trait #5 Hard material decay","desc":"All gathering of resources that are used to craft [hard metal ingot]s will be decreased by 5%.","icon":[26,5,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt4":false,"dt6":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":216},{"name":"dt6","displayName":"Devil's trait #6 Soft metal decay","desc":"All gathering of resources that are used to craft [soft metal ingot]s will be decreased by 5%.","icon":[26,6,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt4":false,"dt5":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":217},{"name":"dt7","displayName":"Devil's trait #7 Holy well drought","desc":"[holy well]s gain 10% less [cloudy water].","icon":[26,7,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt8":false,"dt9":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":218},{"name":"dt8","displayName":"Devil's trait #8 Plain Island wells drought","desc":"[well of the Plain Island] gain 15% less [water] than usual.","icon":[26,8,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt7":false,"dt9":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":219},{"name":"dt9","displayName":"Devil's trait #9 Nothing","desc":"Darn...you got pretty lucky. This devil's trait doesn't affect anything and doesn't weaken anything either!","icon":[26,9,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt7":false,"dt8":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":220},{"name":"dt10","displayName":"Devil's trait #10 Clothing!!!","desc":"Unhappiness from a lack of clothing is doubled. //Nothing special about it I guess","icon":[26,10,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt11":false,"dt12":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":221},{"name":"dt11","displayName":"Devil's trait #11 Will of warmth","desc":"Unhappiness from cold and darkness is doubled.//It's absolutely FREEZING!!!","icon":[26,11,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt10":false,"dt12":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":222},{"name":"dt12","displayName":"Devil's trait #12 Bury!!!","desc":"Unhappiness from unburied corpses increased by 50%. //Nothing special about it I guess!","icon":[26,12,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt10":false,"dt11":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":223},{"name":"dt13","displayName":"Devil's trait #13 Faith sapping","desc":"Wipes away 0.5% of your [faith] amount every day in your tribe.","icon":[26,13,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt14":false,"dt15":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":224},{"name":"dt14","displayName":"Devil's trait #14 Influence sapping","desc":"Wipes away 0.5% of your [influence] amount every day in your tribe.","icon":[26,14,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt13":false,"dt15":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":225},{"name":"dt15","displayName":"Devil's trait #15 Culture sapping","desc":"Wipes away 0.5% of your [culture] amount every day in your tribe.","icon":[26,15,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt13":false,"dt14":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":226},{"name":"dt16","displayName":"Devil's trait #16 Worse soothsaying","desc":"[soothsayer]s and [druid]s gain one-third less [faith]. //That does not mean that religion in your civilization will fail completely, however...","icon":[26,16,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt17":false,"dt18":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":227},{"name":"dt17","displayName":"Devil's trait #17 Uncuttable tree","desc":"[woodcutter]s gain one-fifth less [log,Wood].","icon":[26,17,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt16":false,"dt18":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":228},{"name":"dt18","displayName":"Devil's trait #18 Insight blindness","desc":"[dreamer]s gather one-third less [insight].","icon":[26,18,"magixmod"],"type":"trait","cost":{"culture":100},"category":"devils","startWith":0,"tier":100,"chance":150,"req":{"underworld building 1/2":true,"dt17":false,"dt16":false},"precededBy":["underworld building 1/2"],"effects":[{"type":"provide res","what":{"new world point":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":229},{"name":"eotm","displayName":"Evolution of the minds","desc":"Replaces [insight], [culture], [faith], and [influence] with [insight II], [culture II], [faith II], and [influence II]. @To obtain them, you will unlock a special unit that will convert every 500 of a [insight,Tier I Essential] into 1 [insight II,Tier II Essential]. In addition, [storyteller]s, [dreamer]s, [chieftain]s, and [clan leader]s become 90% less efficient because this evolution is a disaster for them all. @Researches in the Research tab will require [insight II] and [science] rather than just [insight]. @You will still require units you used to gather lower essentials! (Lower essentials have been hidden, but remember that you still need [wizard]s for [wisdom]...) @[flower rituals] and [wisdom rituals] will be no longer available until [ritualism II] is researched. @[sleepy insight] now gives [insight II] instead of [insight] with identical chances.","icon":[25,19,"magixmod"],"type":"trait","cost":{"insight":1000,"culture":500,"influence":300,"faith":250},"category":"main","startWith":0,"tier":2050,"chance":150,"req":{"underworld building 2/2":true},"precededBy":["underworld building 2/2"],"leadsTo":["flour-crafting II","baking II","moderated carpentry","richer language","Improved rhetoric","code of law II","sewing II","weaving III","magical soil","seed-enchanting","ritualism II","fires from logs","oil-digging","bigger factory racks","next-to house fruitbushes","magic adept","empowered canes","mastered caligraphy","mining II","quarrying III","prospecting III","halloween-spirits","city planning III","science master","scientific minds","mentors of nature II","bellows","gardening II"],"effects":[{"type":"show res","what":["insight II"]},{"type":"show res","what":["culture II"]},{"type":"show res","what":["faith II"]},{"type":"show res","what":["influence II"]},{"type":"provide res","what":{"wisdom II":60}},{"type":"provide res","what":{"inspiration II":30}},{"type":"provide res","what":{"spirituality II":5}},{"type":"provide res","what":{"authority II":5}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":230},{"name":"gt6","displayName":"God's trait #6 Fertile essence farms","desc":"All essence farms make 50% more essences at the same upkeep. //Blessed plants grow bigger and stronger!","icon":[5,21,"magixmod"],"type":"trait","cost":{"insight II":25,"faith II":3,"culture II":4},"category":"gods","startWith":0,"tier":32,"chance":80,"req":{"magical soil":true},"precededBy":["magical soil"],"leadsTo":["spiritual piety","essential conversion tank overclock I"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":252},{"name":"policy revaluation","displayName":"Policy revaluation","desc":"All policies now require [influence II] instead of [influence]. Required for future technologies and to keep people listening to you. Rituals now cost [faith II] to toggle and upkeep. @But don't worry, as they won't consume too much for things like [wisdom rituals] or [flower rituals]! Rituals will also require 1 more of an [influence II,Essential II].","icon":[1,23,"magixmod"],"type":"trait","cost":{"insight II":15,"culture II":15,"influence II":5},"category":"culture","startWith":0,"tier":35,"chance":45,"req":{"code of law II":true,"ritualism II":true,"symbolism II":true,"glory":true},"precededBy":["code of law II","ritualism II","symbolism II","glory"],"leadsTo":["mining strategy","safer explosive usage","nutritious magical soil","master mana-making","hunting III","fishing III","Conveyor conception","juicy nutritious magical soil","beyond the edge","f.r.o.s.t.y overclock II"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":269},{"name":"magic adept","displayName":"Magic adept","desc":"May unlock a new wonder. This trait is a reward for getting at least 2.1 million [magic essences]. //Good job :)","icon":[12,22,"magixmod"],"type":"trait","cost":{"magic essences":2100000},"category":"main","startWith":0,"tier":2102050,"chance":45,"req":{"eotm":true},"precededBy":["eotm"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":273},{"name":"camp-cooking","displayName":"Camp-cooking","desc":"Every [fishers & hunters camp] will use 1 additional [fire pit], but from now on, they will be able to make some [cooked meat] for you!","icon":[15,24,"magixmod"],"type":"trait","cost":{"insight II":100},"category":"knowledge","startWith":0,"tier":100,"chance":65,"req":{"hunters & fishers unification":true},"precededBy":["hunters & fishers unification"],"leadsTo":["Improved alchemy techniques","paper mastery"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":282},{"name":"doctrine of the dark wormhole 2/5","displayName":"Doctrine of the dark wormhole 2/5","desc":"This part of the doctrine is about spells or rituals that will sucessfully make a wormhole working and stable. //Your [wizard]s seem quite interested in making the first wormhole, but they want a finished doctrine first. They don't want to do it by just themselves, however, so they will calmly wait for the finished doctrine. @provides 10 [wisdom II] and 2 [inspiration II]","icon":[20,22,"magixmod",16,22,"magixmod"],"type":"trait","cost":{"insight II":105,"science":6,"faith II":4,"influence II":5,"culture II":15,"wisdom":100},"category":"knowledge","startWith":0,"tier":235,"chance":40,"req":{"burial wormhole 1/2":true,"doctrine of the dark wormhole 1/5":true},"precededBy":["burial wormhole 1/2","doctrine of the dark wormhole 1/5"],"leadsTo":["doctrine of the dark wormhole 3/5"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":290},{"name":"doctrine of the dark wormhole 4/5","displayName":"Doctrine of the dark wormhole 4/5","desc":"This part of the doctrine describes ways of keeping the wormhole active. It is an important thing too because if it runs out of power, a ton of corpses will explode out of the wormhole and people will be really, really mad. //Your [wizard]s know exactly how big of an issue will happen if the wormhole will run out of power. @provides 10 [wisdom II] and 2 [inspiration II]","icon":[18,22,"magixmod",15,22,"magixmod"],"type":"trait","cost":{"insight II":130,"science":7,"faith II":4,"influence II":5,"culture II":27},"category":"knowledge","startWith":0,"tier":173,"chance":60,"req":{"burial wormhole 1/2":true,"doctrine of the dark wormhole 3/5":true},"precededBy":["burial wormhole 1/2","doctrine of the dark wormhole 3/5"],"leadsTo":["doctrine of the dark wormhole 5/5","mo' beauty"],"effects":[{"type":"provide res","what":{"wisdom II":10}},{"type":"provide res","what":{"inspiration II":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":292},{"name":"corpse decay","displayName":"Corpse decay","desc":"The wormhole you opened will now be able to make [corpse]s decay based on your [corpsedecaypoint]s!","icon":[7,24,"magixmod"],"type":"trait","cost":{"insight II":125,"dark essence":25000,"culture II":25,"influence II":3},"category":"culture","startWith":0,"tier":25153,"chance":90,"req":{"burial wormhole 2/2":true,"doctrine of the dark wormhole 5/5":true},"precededBy":["burial wormhole 2/2","doctrine of the dark wormhole 5/5"],"leadsTo":["dark urn decay"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":295},{"name":"respect for the corpse","displayName":"Respect for the corpse","desc":"@this trait removes and disables the effects of [ritual necrophagy] @[art of death] no longer uses any corpses, but [painter,Artists] can still use death as a theme (they will draw or paint corpses instead using actual ones). @allows [art of death] to be obtainable with the [belief in the beforelife,Beforelife] religion path. @unhappiness from unburied corpses is decreased by a quarter","icon":[25,24,"magixmod"],"type":"trait","cost":{"culture II":25,"faith II":5,"influence II":5},"category":"culture","startWith":0,"tier":60,"chance":35,"req":{"ritual necrophagy":true,"liberating darkness":true},"precededBy":["ritual necrophagy","liberating darkness"],"leadsTo":["embalmment"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":303},{"name":"leaves of wisdom","displayName":"Leaves of wisdom","desc":"A weird thought strikes the head of scholars. It's all about the [wisdom II,Wisdom tree], which grows ruby red leaves now. This tree produces leaves faster than it can grow branches for them! //Learning about these gives you 2 [education], 35 [wisdom II], and 250 [wisdom] and allows you to unlock more techs. In addition, [essential conversion tank]s become 25% faster.","icon":[31,10,"magixmod"],"type":"trait","cost":{},"category":"knowledge","startWith":0,"tier":0,"chance":20,"req":{"symbolism II":true,"branches of wisdom":false},"precededBy":["symbolism II"],"leadsTo":["Storage at the bottom of the world","paradise shelters","do we need that much science?","outstanding wisdom","enchanted shovels","deep mining & quarrying","glorious agriculture","imprisonment III","spicy foods III"],"effects":[{"type":"provide res","what":{"wisdom II":35,"wisdom":250}},{"type":"provide res","what":{"education":2}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":307},{"name":"gods and idols","displayName":"Knowledge of the Seraphins","desc":"May open a door to the Seraphins, who are great beings that may help your people.","icon":[17,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":60,"chance":70,"req":{"liberating darkness":true,"power of the faith":true},"precededBy":["liberating darkness","power of the faith"],"leadsTo":["monument-building III","sb1","sb2","sb3","sb4"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":319},{"name":"sb1","displayName":"Soothsayer blessing","desc":"Increases the amount of [faith] gained by [soothsayer]s by 10% due to getting closer to the religion. //you got lucky this time...this increases it by the most out of all four of these traits","icon":[13,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":120,"chance":60,"req":{"gods and idols":true,"power of the faith":true,"sb2":false,"sb3":false,"sb4":false},"precededBy":["gods and idols","power of the faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":321},{"name":"sb2","displayName":"Soothsayer blessing","desc":"Increases the amount of [faith] gained by [soothsayer]s by 5% due to getting closer to the religion.","icon":[14,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":120,"chance":60,"req":{"gods and idols":true,"power of the faith":true,"sb1":false,"sb3":false,"sb4":false},"precededBy":["gods and idols","power of the faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":322},{"name":"sb3","displayName":"Soothsayer not-blessing","desc":"Sadly, getting closer to the religion doesn't make [soothsayer]s gain more [faith]. Try your luck next time, I guess!","icon":[15,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":120,"chance":60,"req":{"gods and idols":true,"power of the faith":true,"sb2":false,"sb1":false,"sb4":false},"precededBy":["gods and idols","power of the faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":323},{"name":"sb4","displayName":"Soothsayer un-blessing","desc":"Nobody knows how or why, but [soothsayer]s will now gain 5% less [faith] even after getting closer to the God and the entire religion!","icon":[16,25,"magixmod"],"type":"trait","cost":{"faith II":8,"influence II":7,"insight II":35,"culture II":10},"category":"religion","startWith":0,"tier":120,"chance":60,"req":{"gods and idols":true,"power of the faith":true,"sb2":false,"sb3":false,"sb1":false},"precededBy":["gods and idols","power of the faith"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":324},{"name":"mastered caligraphy","displayName":"Mastered caligraphy","desc":"Most of your people can write and their writing skills are steadily improving! Your people are now able to write better, meaning that most things your people write down are legible now.
    Provides 5 [education] and 5 [wisdom II]
    ","icon":[15,27,"magixmod"],"type":"trait","cost":{"insight II":15,"culture II":15},"category":"knowledge","startWith":0,"tier":2080,"chance":250,"req":{"eotm":true},"precededBy":["eotm"],"effects":[{"type":"provide res","what":{"wisdom II":5}},{"type":"provide res","what":{"education":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":337},{"name":"trial","displayName":"Trial","desc":"You are currently under a Trial. As long as you are in a Trial, new rules will apply depending on the one that you have chosen.","icon":[8,27,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":341},{"name":"t1","displayName":"Chra-nos' Trial","desc":"You are currently in the Patience trial.","icon":[7,27,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":342},{"name":"creativity over smartness","displayName":"Creativity over smartness","desc":"@all researches, knowledges and traits have their [insight] costs reduced. <>For every 75 [insight] from the original cost, the new cost is reduced by 3 (with [roots of insight] it's 4). (For example, if a research costs 225 [insight], it will cost 216 as long as this trait is active.) @maximum reduction is 70.//smort","icon":[24,3,"magixmod",8,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":349},{"name":"slower synapses","displayName":"Slower synapses","desc":"@all researches, knowledges and traits have their [insight] costs increased. <>For every 75 [insight] from the original cost, the new cost is increased by 3 (with [roots of insight] it's 2). (For example, if a research costs 225 [insight], it will cost 234 as long as this trait is active.) @maximum reduction is 70.//not smort","icon":[23,3,"magixmod",8,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":350},{"name":"artistic thinking II","displayName":"Artistic thinking II","desc":"@all researches, knowledges and traits have their [culture] costs reduced. <>For every 50 [culture] from the original cost, the new cost is reduced by 2 (with [cultural roots] it's 3). (For example, if a research costs 200 [culture], it will cost 192 as long as this trait is active.) @maximum reduction is 45.//that's very arty art, isn't it?","icon":[24,3,"magixmod",10,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":351},{"name":"art rejection","displayName":"Art rejection","desc":"@all researches, knowledges and traits have their [culture] costs increased. <>For every 50 [culture] from the original cost, the new cost is increased by 3 (with [cultural roots] it's 2). (For example, if a research costs 200 [culture], it will cost 208 as long as this trait is active.) @maximum increase is 45.//It's not culture after all...","icon":[23,3,"magixmod",10,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":352},{"name":"faithful thinking","displayName":"Faithful thinking","desc":"@all researches, knowledges and traits have their [faith] costs reduced. <>For every 50 [faith] from the original cost, the new cost is reduced by 2 (with [deep-rooted faith] it's 3). (For example, if a research costs 200 [faith], it will cost 192 as long as this trait is active.) @maximum reduction is 45.//Have fun with this trait: it doesn't last very long!","icon":[24,3,"magixmod",7,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":353},{"name":"atheism","displayName":"Atheism","desc":"@all researches, knowledges and traits have their [faith] costs increased. <>For every 50 [faith] from the original cost, the new cost is increased by 2 (with [deep-rooted faith] it's 1). (For example, if a research costs 200 [faith], it will cost 208 as long as this trait is active.) @maximum reduction is 45.//dissenters...it seems like","icon":[23,3,"magixmod",7,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":354},{"name":"season for inventing","displayName":"Season for inventing","desc":"@all researches, knowledges and traits have their [science] costs reduced. <>For every 20 [science] from the original cost, the new cost is reduced by 1. (For example, if a research costs 100 [science], it will cost 95 as long as this trait is active.) @maximum reduction is 15.//This trait is very rare...","icon":[24,3,"magixmod",6,4,23,1],"type":"trait","cost":{"culture II":15,"insight II":5},"category":"short","startWith":0,"tier":20,"chance":1500,"req":{"science blessing":true,"sabotaged knowledge":false},"precededBy":["science blessing"],"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":355},{"name":"sabotaged knowledge","displayName":"Sabotaged knowledge","desc":"@all researches, knowledges and traits have their [science] costs increased. <>For every 20 [science] from the original cost, the new cost is increased by 2. (For example, if a research costs 100 [science], it will cost 120 as long as this trait is active.) @maximum increase is 18.//dissenters...seems like","icon":[23,3,"magixmod",6,4,23,1],"type":"trait","cost":{"culture II":15,"insight II":5},"category":"short","startWith":0,"tier":20,"chance":1500,"req":{"science blessing":true,"season for inventing":false},"precededBy":["science blessing"],"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":356},{"name":"liberality","displayName":"Liberality","desc":"@all researches, knowledges and traits have their [influence] costs reduced. <>For every 40 [influence] from the original cost, the new cost is reduced by 2 (with [political roots] it's 3). (For example, if a research costs 100 [influence], it will cost 92 as long as this trait is active.) @maximum reduction is 30.//democration...right?","icon":[24,3,"magixmod",11,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":357},{"name":"disauthority","displayName":"Disauthority","desc":"@all researches, knowledges and traits have their [influence] costs increased. <>For every 20 [influence] from the original cost, the new cost is increased by 2 (with [political roots] it's 1). (For example, if a research costs 100 [influence], it will cost 110 as long as this trait is active.) @maximum increase is 38.//lawlesness? Isn't it lawlessness?","icon":[23,3,"magixmod",11,4,23,1],"type":"trait","cost":{"culture":15,"insight":5},"category":"short","startWith":0,"tier":20,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":358},{"name":"cart1","displayName":"Carver's trend: Stone statuettes","desc":"[carver]s feel that a [statuette] made out of stone is accepted better by this tribe more than a statuette from wood or bone. <>Craft stone statuettes becomes 5% faster.","icon":[25,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"insight":25,"culture":25},"category":"short","startWith":0,"tier":50,"chance":125,"req":{"construction":true,"cart2":false},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":359},{"name":"cart2","displayName":"Carver's trend: Wooden statuettes","desc":"[carver]s feel that a [wooden statuette,Statuette] made out of wood is accepted better by this tribe more than a statuette from stone or other non-wood resource. <>Craft wooden statuettes becomes 5% faster.","icon":[26,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"insight":25,"culture":25},"category":"short","startWith":0,"tier":50,"chance":125,"req":{"construction":true,"cart1":false},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":360},{"name":"gtt1","displayName":"Gatherer's trend: Sticks","desc":"[gatherer]s gain more [stick]s. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[27,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":100,"chance":125,"req":{"plant lore II":true,"gtt2":false},"precededBy":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":361},{"name":"gtt2","displayName":"Gatherer's trend: Water","desc":"[gatherer]s gain more [water]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[28,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":100,"chance":125,"req":{"plant lore II":true,"gtt1":false},"precededBy":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":362},{"name":"dtt1","displayName":"Digger's trend: Ice","desc":"[digger]s gain more [ice]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[29,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":75,"chance":125,"req":{"digging":true,"dtt2":false},"precededBy":["digging"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":363},{"name":"dtt2","displayName":"Digger's trend: Sand","desc":"[digger]s gain more [sand] from deserts. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[30,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":75,"chance":125,"req":{"digging":true,"dtt1":false},"precededBy":["digging"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":364},{"name":"htt1","displayName":"Hunter's trend: Hide","desc":"[hunter]s gain more [hide]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[31,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":75,"chance":125,"req":{"hunting":true,"htt2":false},"precededBy":["hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":365},{"name":"htt2","displayName":"Hunter's trend: Meat","desc":"[hunter]s gain more [meat]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[32,28,"magixmod",2,22,"magixmod"],"type":"trait","cost":{"culture":45,"insight":30},"category":"short","startWith":0,"tier":75,"chance":125,"req":{"hunting":true,"htt1":false},"precededBy":["hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":366},{"name":"t2","displayName":"Bersaria's Trial","desc":"You are currently in the Unhappy trial.","icon":[28,25,"magixmod",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":375},{"name":"t3","displayName":"Tu-ria's Trial","desc":"You are currently in the Cultural trial.","icon":[27,25,"magixmod",1,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"},{"type":"provide res","what":{"inspiration":10}},{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":376},{"name":"t4","displayName":"Hartar's Trial","desc":"You are currently in the Hunted trial.","icon":[26,25,"magixmod",1,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":377},{"name":"t10","displayName":"Mamuun's Trial","desc":"You are currently in the Pocket trial.","icon":[20,25,"magixmod",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":381},{"name":"druidsymbolism1","displayName":"Druidish merriment","desc":"[druid]s gather 25% more [happiness]. //This trait is always temporary but has a varied lifespan.","icon":[27,30,"magixmod"],"type":"trait","cost":{"faith":5,"culture":15},"category":"culture","startWith":0,"tier":20,"chance":100,"req":{"druidism":true,"druidsymbolism2":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":395},{"name":"druidsymbolism2","displayName":"Faithful worship","desc":"[druid]s gather 10% more [faith]. //This trait is always temporary but has a varied lifespan.","icon":[28,30,"magixmod"],"type":"trait","cost":{"faith":5,"culture":15},"category":"culture","startWith":0,"tier":20,"chance":100,"req":{"druidism":true,"druidsymbolism1":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":396},{"name":"gardening","displayName":"Gardening","desc":"A key for unlocking farms! People learn how to use water for crops, allowing your people to start thinking about making some small gardens.","icon":[10,0,"magixmod"],"type":"trait","cost":{"insight":40},"category":"knowledge","startWith":0,"tier":40,"chance":15,"req":{"druidism":true,"city planning":true},"precededBy":["druidism","city planning"],"leadsTo":["agriculture","juice-crafting","farm of the sugar cane","archaeology"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":397},{"name":"time measuring 2/2","displayName":"Time measuring 2/2","desc":"Now you can see what year and day it currently is.","icon":[27,2,"magixmod",36,26,"magixmod"],"type":"trait","cost":{"insight":400},"category":"knowledge","startWith":0,"tier":447,"chance":75,"req":{"time measuring 1/2":true,"belief in portals":true},"precededBy":["time measuring 1/2","belief in portals"],"leadsTo":["families full of love","symbolic cultural colors","symbolic knowledge colors"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":404},{"name":"primary time measure","displayName":"Primary time measure","desc":"People can now measure passing time in centuries.","icon":[34,29,"magixmod"],"type":"trait","cost":{"culture":10},"category":"knowledge","startWith":0,"tier":10,"chance":12,"req":{"oral tradition":true},"precededBy":["oral tradition"],"leadsTo":["time measuring 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":411},{"name":"intuition","displayName":"Intuition","desc":"[intuition] opens a way to more complex researching. Researches related to crafting, building, planning, and other related ideas can be \\"on-plan\\" from now on.","icon":[35,31,"magixmod"],"type":"trait","cost":{"culture":1,"insight":1,"influence":1},"category":"culture","startWith":0,"tier":3,"chance":1.75,"req":{"oral tradition":true},"precededBy":["oral tradition"],"leadsTo":["scouting","boat building","sedentism","building","cities","guilds","healing","ritualism","symbolism","curing","sewing","weaving","smelting","clans","prospecting","quarrying","carpentry","monument-building","\\"dark season\\"","tile inspection","symbI","exploration trips"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":416},{"name":"no knapping anymore","displayName":"No knapping anymore","desc":"Depending on the chosen path, people will produce way less [knapped tools]. Additionally, [healer]s, [digger]s, and [woodcutter]s will use [stone tools] instead of [knapped tools] now. However, it won't increase their efficiency! //For [moderation] it is 95% slower, while for [caretaking] it is 85% slower.","icon":[27,31,"magixmod"],"type":"trait","cost":{"culture II":10},"category":"culture","startWith":0,"tier":10,"chance":50,"req":{"oral tradition":true},"precededBy":["oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":419},{"name":"dt19","displayName":"Devil's trait #19 Extinguishing","desc":"Everything related to [fire essence] produces 12% less of it, excluding the [Wizard Complex]. //DON'T PLAY WITH FIRE!!!","icon":[34,23,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt7":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":426},{"name":"dt20","displayName":"Devil's trait #20 Secret thirst","desc":"Everything related to [water essence] produces 12% less of it, excluding the [Wizard Complex]. //i need to hydrate but there is no water","icon":[34,22,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt8":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":427},{"name":"dt21","displayName":"Devil's trait #21 Atmospheric silence","desc":"Everything related to [wind essence] produces 12% less of it, excluding the [Wizard Complex]. //Not even a breeze","icon":[34,21,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt9":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":428},{"name":"dt22","displayName":"Devil's trait #22 Drought","desc":"Everything related to [nature essence] produces 12% less of it, excluding the [Wizard Complex].//Not that drought though","icon":[34,20,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt10":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":429},{"name":"dt23","displayName":"Devil's trait #23 Discharge","desc":"Everything related to [lightning essence] produces 12% less of it, excluding the [Wizard Complex]. //the lightbulb is flickering","icon":[34,19,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt11":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":430},{"name":"dt24","displayName":"Devil's trait #24 Deterrence","desc":"Everything related to [dark essence] produces 12% less of it, excluding the [Wizard Complex]. //it is suspiciously bright tonight","icon":[34,18,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"gt12":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":431},{"name":"gt7","displayName":"God's trait #7 Triumphal flame","desc":"[fire essence] becomes the Trend of Gods. Everything related to [fire essence] (except [Wizard Complex]) produces 2% more of this Essence. //LET'S SPREAD OUR PEOPLE'S FIRE!!!","icon":[35,23,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt19":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":432},{"name":"gt8","displayName":"God's trait #8 Holy rain","desc":"[water essence] becomes the Trend of Gods. Everything related to [water essence] (except [Wizard Complex]) produces 2% more of this Essence. //A strange rain indeed.","icon":[35,22,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt20":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":433},{"name":"gt9","displayName":"God's trait #9 Windy wisdom","desc":"[wind essence] becomes the Trend of Gods. Everything related to [wind essence] (except [Wizard Complex]) produces 2% more of this Essence. //Dude it's so windy today I'd better stay in my tower.","icon":[35,21,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt21":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":434},{"name":"gt10","displayName":"God's trait #10 Natural merge","desc":"[nature essence] becomes the Trend of Gods. Everything related to [nature essence] (except [Wizard Complex]) produces 2% more of this Essence. //Looks like some plant has grown in my stomach. But it is good for my health, someone said.","icon":[35,20,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt22":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":435},{"name":"gt11","displayName":"God's trait #11 Electricity","desc":"[lightning essence] becomes the Trend of Gods. Everything related to [lightning essence] (except [Wizard Complex]) produces 2% more of this Essence. //Dude...you burnt my outlet in the kitchen...","icon":[35,19,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt23":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":436},{"name":"gt12","displayName":"God's trait #12 Dark bait","desc":"[dark essence] becomes the Trend of Gods. Everything related to [dark essence] (except [Wizard Complex]) produces 2% more of this Essence. //The attention! This night will be the darkest one universe had ever seen...wait, universe?","icon":[35,18,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"gods","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt24":false,"belief in the afterlife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":437},{"name":"deep-rooted faith","displayName":"Deep-rooted faith","desc":"Religions built from centuries or millenniums will slowly become deep-rooted, meaning that almost nothing can make their religion die. @provides 50 [spirituality II], 100 [spirituality], and 90 [inspiration II]","icon":[35,24,"magixmod"],"type":"trait","cost":{"culture II":50,"faith II":35,"insight II":350,"science":60},"category":"main","startWith":0,"tier":495,"chance":50,"req":{"villas of victory":true},"precededBy":["villas of victory"],"leadsTo":["even bigger university"],"effects":[{"type":"provide res","what":{"spirituality II":50}},{"type":"provide res","what":{"spirituality":100}},{"type":"provide res","what":{"inspiration II":90}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":439},{"name":"brahim the angel of authority","displayName":"Brahim the angel of authority","desc":"Provides 15 [spirituality II] and 15 [authority II].","icon":[35,30,"magixmod"],"type":"trait","cost":{"faith II":40,"influence II":30,"culture II":30},"category":"religion","startWith":0,"tier":100,"chance":500,"req":{"villas of victory":true,"sergius the angel of belief":false},"precededBy":["villas of victory"],"effects":[{"type":"provide res","what":{"spirituality II":15}},{"type":"provide res","what":{"authority II":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":444},{"name":"sergius the angel of belief","displayName":"Sergius the angel of belief","desc":"Provides 30 [spirituality II].","icon":[35,29,"magixmod"],"type":"trait","cost":{"faith II":40,"influence II":30,"culture II":30},"category":"religion","startWith":0,"tier":100,"chance":500,"req":{"villas of victory":true,"brahim the angel of authority":false},"precededBy":["villas of victory"],"effects":[{"type":"provide res","what":{"spirituality II":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":445},{"name":"spark'o religion","displayName":"Spark'o religion","desc":"[spark'o religion] opens a way to [ritualism] and things related to Religion such as spirits, beliefs, and hopes. Who knows if you can even reach some sort of...[magic essences,Magic]?","icon":[35,15,"magixmod"],"type":"trait","cost":{"culture":2},"category":"religion","startWith":0,"tier":2,"chance":1.3,"req":{"oral tradition":true},"precededBy":["oral tradition"],"leadsTo":["ritualism","wizardry","fear of death","belief in the afterlife","acceptance of death","belief in the beforelife","death indifference","death scepticism"],"effects":[{"type":"provide res","what":{"dark decay":50}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":446},{"name":"t11","displayName":"Enlightened' Trial","desc":"You are currently in the Faithful trial.","icon":[19,25,"magixmod",1,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"spirituality":100,"faith":100}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":447},{"name":"tile inspection II","displayName":"Tile inspection II","desc":"Now you can see how much of a certain resource you have within your territory.","icon":[0,35,"magixmod",35,14,"magixmod"],"type":"trait","cost":{"insight":50},"category":"knowledge","startWith":0,"tier":50,"chance":30,"req":{"maths":true,"tile inspection":true,"writing":true,"alphabet 1/3":true},"precededBy":["maths","tile inspection","writing","alphabet 1/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":449},{"name":"enlightenment","displayName":"Enlightenment","desc":"[soothsayer]s and [druid]s from now on are more efficient. //@[soothsayer] is more likely to generate [faith] successfully. [church] generates 2% more [faith]. Also, for every 5 [church,Churches], you will gain 1 [spirituality]. //Note: [enlightenment] is fragile and will no longer work once any evolution occurs.","icon":[35,28,"magixmod"],"type":"trait","cost":{},"category":"religion","startWith":0,"tier":0,"chance":30,"req":{"tribalism":false},"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":450},{"name":"punish the grinch!","displayName":"Punish the grinch!","desc":"If available, [population,people] will use some household objects and [snow] to punish bad guys (like [thief,Thieves] and [wild corpse]s) who try to destroy Christmas! Works only during its season.","icon":[17,12,"seasonal"],"type":"trait","cost":{"culture":300,"influence":50,"faith":25,"insight":100},"category":"seasonal","startWith":0,"tier":475,"chance":60,"req":{"battling thieves":true,"the christmas":true},"precededBy":["battling thieves","the christmas"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":465},{"name":"policies","displayName":"Policies","desc":"@Now you can spend your [influence]! @Unlocks policies, one of the main parts of your civilization. Go to the Policies tab to unlock new options.","icon":[34,13,"magixmod"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":0.25,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["rules of food","where am i?"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":466},{"name":"where am i?","displayName":"Where am I?","desc":"@Unlocks primary information about your small-but-still world, one of the main parts of your civilization. @Go to the Territory tab to see what goods you can gain from the territory and where your tribe has settled. //Seriously though, where am I?","icon":[35,11,"magixmod"],"type":"trait","cost":{"insight":1},"category":"culture","startWith":0,"tier":1,"chance":1.11,"req":{"tribalism":true,"policies":true},"precededBy":["tribalism","policies"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":467},{"name":"parental love","displayName":"Parental love","desc":"Now newborn [baby,Babies] provide some [love,Love points] for each one born. This one will lead to more [love] sources.","icon":[19,17,"seasonal"],"type":"trait","cost":{"culture":75,"research":90},"category":"seasonal","startWith":0,"tier":165,"chance":35,"req":{"love grows around us":true},"precededBy":["love grows around us"],"leadsTo":["discovery with love","compliments","very artful compliments","lovely monument"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":475},{"name":"discovery with love","displayName":"Discovery with love","desc":"You may gain [love] from [research] after getting this trait! Every single year, you will gain some [love] points. The amount of points is based on your techs and traits!","icon":[3,16,"seasonal"],"type":"trait","cost":{"culture":75,"research":120,"insight":400},"category":"seasonal","startWith":0,"tier":760,"chance":50,"req":{"parental love":true,"time measuring 1/2":true},"precededBy":["parental love","time measuring 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":476},{"name":"compliments","displayName":"Compliments","desc":"Now, [child,Children] generate [love] points. //Not all children rather teenagers that have a need to have a second half and love her. They are going to say nice compliments each other. //Not only teens. Also any children that are good-mannered and talk good things about other people.","icon":[4,16,"seasonal"],"type":"trait","cost":{"culture":125,"research":120,"faith":100},"category":"seasonal","startWith":0,"tier":510,"chance":150,"req":{"parental love":true,"alphabet 3/3":true},"precededBy":["parental love","alphabet 3/3"],"leadsTo":["very artful compliments","lovely monument","peace","families full of love"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":477},{"name":"very artful compliments","displayName":"Very artful compliments","desc":"[child,Children] generate even more [love] points.","icon":[5,16,"seasonal"],"type":"trait","cost":{"culture II":25,"research":150,"insight II":15},"category":"seasonal","startWith":0,"tier":700,"chance":35,"req":{"parental love":true,"compliments":true,"alphabet 3/3":true},"precededBy":["parental love","compliments","alphabet 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":478},{"name":"peace","displayName":"Peace","desc":"During the Valentine's day event, no [thief,Thieves] or [wild corpse]s will spawn. //Why it is only during Valentines?","icon":[6,16,"seasonal"],"type":"trait","cost":{"culture":500,"research":100,"faith":500},"category":"seasonal","startWith":0,"tier":1610,"chance":135,"req":{"compliments":true},"precededBy":["compliments"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":480},{"name":"voodoo spirit","displayName":"Voodoo spirit","desc":"@You start run with two bonuses: //Early-game bonus: learn more about [dark decay] (hover on this resource with your mouse). //Late-game bonus: All units that provide [burial spot]s provide twice as much (except the [dark wormhole] and the [cemetary of Plain Island]; the island cemetary gains 2,500 additional [burial spot]s.)","icon":[24,5,"magixmod"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"req":{"tribalism":true},"precededBy":["tribalism"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":482},{"name":"patron1","displayName":"Aflamtnaja the Phoenix of Fire","desc":"[patron1] represents flames and fires. @This patron also symbolizes fight and decisivwness. @Your [wizard]s and people picking this patron wish to mark that their decisions are made with confidence. Also, [wizard]s believe that the Phoenix will lead them to the right paths of their lives. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[0,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":483},{"name":"patron2","displayName":"Wuraloik The Son of the Forest","desc":"[patron2] represents nature and its flora. @This patron is also symbolizes calm and peace. @Your [wizard]s and people picking this patron want to mark that peace has keys to fix a lot of troubles and no agression is needed to solve every problem. Also, [wizard]s believe that The Son created once a true Oasis of Peace. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[1,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron1":false,"patron3":false,"patron4":false,"patron5":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":484},{"name":"patron3","displayName":"Rvikol The Guide of the Winds","desc":"[patron3] represents winds and hurricanes. @This patron is also symbolizes time and impetuosity. @Your [wizard]s picking and sending their hopes to [patron3,Him] want to mark that each hard decision can be taken easily. Also, [wizard]s believe that one of [patron3,His] winds will blow their souls right to the Heaven, preventing them from being absorbed by darkness of the Hell or Underworld. //Belief in that patron persists through the ages. Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[2,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron1":false,"patron4":false,"patron5":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":485},{"name":"patron4","displayName":"Uselatarraya the Dark Dragon","desc":"[patron4] represents mysteries, secrets and insecurity. @This patron also symbolizes withdrawal and concealment. @Your [wizard]s picking this patron want to mark that their lives are full of secrets and mysteries. Also, [wizard]s believe that [patron4,The Dragon] will protect their secrets from being leaked and will curse \\"the leakers\\" involved. Are there any miserables here? //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[3,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron1":false,"patron5":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":486},{"name":"patron5","displayName":"Takerus The Stormlord","desc":"[patron5] represents precision and impulsivity. @This patron also symbolizes indigation and quick action. @Your [wizard]s picking this patron want to mark that sometimes all of us need to perform a decision in a short period of time. Also, [wizard]s believe that [patron5,The Stormlord] will guide through the lives of [population,people], helping to make decisions with His precision. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[4,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron1":false,"patron6":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":487},{"name":"patron6","displayName":"Kolier'ali, Eye of the Sea","desc":"[patron6] represents restraint and observation. @This patron also symbolizes cautioness and prudence. @Your [wizard]s picking this patron want to mark that you cannot always finish something quickly...you need to do it slowly and thoughtfully. Also, [wizard]s believe that [patron6,The Eye] will help [population,people] keep restraint and prevent obsession to appear in their hearts. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[5,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron8":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":488},{"name":"unknown patron","displayName":"Unknown patron","desc":"You have an unknown patron, somehow. You don't know who that strange being is. @Maybe it is a group of spirits or demigods...@It is pretty much impossible to point what it represents. @Each [wizard] will tell you a different thing about it. //Belief in that unknown patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[6,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":100,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron7":false,"patron8":false,"patron6":false,"nonpatronage":false},"precededBy":["wizardry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":489},{"name":"patron7","displayName":"Chirus the time watcher","desc":"[patron7] is all about time and how it passes. @This patron also symbolizes that things pass way all the time. @Your [wizard]s picking this patron want to mark that they realize it. Also, [wizard]s believe that [patron7,The Time Watcher] will prolong [population,people] lives. //Carpe diem! //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[8,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron6":false,"patron8":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":490},{"name":"patron8","displayName":"Hzakilok the homepeace keeper","desc":"[patron8] is a patron of [housing,Houses]. @This patron also symbolizes that everywhere you can feel good but the best place is still your own home. @Your [wizard]s picking this patron want to mark that their homeland can also be a peaceful place. Also, [wizard]s believe that [patron8,The Homepeace keeper] will protect [housing,Houses] from evil and dark powers. //Belief in that patron persists through the ages. Be aware that patrons do not involve gameplay in any way. It is just some lore.","icon":[7,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":60,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron6":false,"patron7":false,"unknown patron":false,"nonpatronage":false},"precededBy":["wizardry"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":491},{"name":"nonpatronage","displayName":"Nonpatronage","desc":"Seems like your tribe wants to live without any patrons. The reasons might be: @First decision that has been spread through tribe @Fear @Insecurity @Their religion say nothing about patronage //Through the rest of the run, [wizard]s and eventually [population,people] will not pick or create their own Patron. Be aware that patrons do not involve gameplay in any way. It is just some lore. //Not having a patron is also fine, don't worry too much :)","icon":[9,32,"magixmod"],"type":"trait","cost":{"culture":75,"faith":5,"insight":105},"category":"religion","startWith":0,"tier":185,"chance":80,"req":{"wizardry":true,"patron2":false,"patron3":false,"patron4":false,"patron5":false,"patron1":false,"patron7":false,"patron8":false,"patron6":false,"unknown patron":false},"precededBy":["wizardry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":492},{"name":"t8","displayName":"Buri'o dak's Trial","desc":"You are currently in the Buried trial. After you successfully finish this trial, you will no longer be able to rerun it.","icon":[22,25,"magixmod",1,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"provide res","what":{"spirituality":3,"faith":3}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":493},{"name":"constelations","displayName":"Constellations","desc":"A naming system for star constellations has been invented. //Big dog, Little dog, Dove, Centaur, Water bearer, Octant, Balance, Sea serpent, Crane...yeah, these are names of our constellations...","icon":[36,32,"magixmod"],"type":"trait","cost":{"culture II":35,"insight II":600,"science":100},"category":"knowledge","startWith":0,"tier":735,"chance":6,"req":{"even bigger university":true},"precededBy":["even bigger university"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":496},{"name":"trick or treat","displayName":"Trick or treat","desc":"People living in houses can now use their halloween costumes to gather sweet [candy,Candies] in the tribe. //Thanks to [trick or treat], you have another source of [halloween essence] and [spookiness]. //Note: [paradise housing] does not provide [halloween essence] or [spookiness] with this upgrade.//Candies are so sweet and tasty...wonderful!","icon":[19,8,"seasonal"],"type":"trait","cost":{"insight":800,"culture":100,"colored clothing":1000,"halloween essence":2500},"category":"seasonal","startWith":0,"tier":4400,"chance":3,"req":{"candy-crafting":true,"costume-crafting":true},"precededBy":["candy-crafting","costume-crafting"],"leadsTo":["halloween ornaments","demon-summoning"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":501},{"name":"vampirism","displayName":"Vampirism","desc":"@some [population,people] will start to occasionally drink blood from living [population,people] and their [corpse]s, increasing [spookiness] but harming [health] even more, and increasing people's fear (in turn decreasing [happiness]) in exchange for [spookiness]. //Note: [vampirism] works only during Halloween. That means after Halloween, [vampirism] and its [health] harm will stop. //that is even more eww","icon":[2,9,"seasonal"],"type":"trait","cost":{"faith":50,"culture":50},"category":"seasonal","startWith":0,"tier":125,"chance":300,"req":{"\\"dark season\\"":true,"ritual necrophagy":true},"precededBy":["\\"dark season\\"","ritual necrophagy"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":502},{"name":"plant lore II","displayName":"Plant lore II","desc":"@unlocks the [florist]. The [florist] is a gatherer tasked with collecting various [flowers] instead of other resources. //Also unlocks the Heal sick people mode for [healer]s, which allows you to heal [sick] people faster.","icon":[8,7,"magixmod"],"type":"trait","cost":{"insight":25},"category":"knowledge","startWith":0,"tier":25,"chance":6,"req":{"herbalism":true,"a gift from the mausoleum":true,"plant lore":true},"precededBy":["herbalism","a gift from the mausoleum","plant lore"],"leadsTo":["juicy expertise","gtt1","gtt2","plant-loving bees"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":512},{"name":"acceptance of death","displayName":"Acceptance of death","desc":"@unhappiness from death is halved@may evolve into more complex spiritual thinking //That had to happen. Death is merciless...","icon":[21,1],"type":"trait","cost":{"culture":8,"insight":1},"category":"short","startWith":0,"tier":11,"chance":10,"req":{"language":true,"spark'o religion":true,"fear of death":false,"t2":false,"death indifference":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"provide res","what":{"dark decay":50}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":513},{"name":"belief in the beforelife","displayName":"Belief in the beforelife","desc":"@prevents [ritual necrophagy,Corpse cruelty] traits from being occasionally adopted. @if this trait is adopted after [ritual necrophagy,Necrophagy] or [art of death], then it will be instantly removed because they believe respecting their ancestors is a key to well being.","icon":[8,8,"magixmod"],"type":"trait","cost":{"culture":5,"faith":2},"category":"religion","startWith":0,"tier":14,"chance":10,"req":{"fear of death":true,"oral tradition":true,"spark'o religion":true,"belief in the afterlife":false,"ritual necrophagy":false},"precededBy":["fear of death","oral tradition","spark'o religion"],"leadsTo":["culture of the beforelife","faunal vampirism","dt25","dt26","dt27","dt28","dt29","dt30","at6","at7","at8","at9","at10","at11","royal treatment","belongings preservance"],"effects":[{"type":"provide res","what":{"dark decay":150}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":514},{"name":"culture of the beforelife","displayName":"Culture of the beforelife","desc":"Beliefs have slowly morphed into advanced culture. People will now try to be closer to the ancestor or ancestors they worship. Who knows if they will build another wonder. @unhappiness from death varies: on odd numbered decades it increases by 10%, while on even numbered decades it decreases by 10%.","icon":[12,33,"magixmod"],"type":"trait","cost":{"insight":50,"culture":200,"inspiration":20,"authority":20,"spirituality":30,"faith":40},"category":"religion","startWith":0,"tier":374,"chance":300,"req":{"belief in the beforelife":true,"time measuring 1/2":true},"precededBy":["belief in the beforelife","time measuring 1/2"],"leadsTo":["the ancestors call"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":515},{"name":"archaeology","displayName":"Archaeology","desc":"Throughout many ascensions there are some [relic]s left on this world from previous civilizations. @unlocks the [archaeologist] who will forage and dig into the surface to find and investigate stuff previous civilizations left.
    A some point, [archaeologist]s may become slower after nearby [relic]s have all been discovered.","icon":[19,33,"magixmod"],"type":"trait","cost":{"insight":250},"category":"knowledge","startWith":0,"tier":320,"chance":20,"req":{"gardening":true,"will to know more":true,"tribalism":false},"precededBy":["gardening","will to know more"],"leadsTo":["better seeking","out of relics"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":517},{"name":"out of relics","displayName":"Out of relics","desc":"Most of the relics have been found. From now on, [archaeologist]s will dig out stuff left by previous generations. Luckily, there is still a chance to find a rare finding based on the current rarity levels. @[archaeologist]s are 80% less efficient. @This trait will automatically disappear after several hundred years after your civilization evolves for many generations.","icon":[3,12,24,33,"magixmod"],"type":"trait","cost":{},"category":"long","startWith":0,"tier":320,"chance":2000,"req":{"archaeology":true,"tribalism":false},"precededBy":["archaeology"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":519},{"name":"the ancestors call","displayName":"The call of the Ancestors","desc":"The ancestors...they called your people...to their old world...full of hopes...full of new adventures...in their very own realm!","icon":[4,0,"magixmod"],"type":"trait","cost":{"insight":650,"influence":60,"authority":20,"spirituality":30,"faith":40},"category":"culture","startWith":0,"tier":1174,"chance":175,"req":{"culture of the beforelife":true},"precededBy":["culture of the beforelife"],"leadsTo":["2nd portal past","at1","at2","at3","at4","at5"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":521},{"name":"t7","displayName":"Herbalia's Trial","desc":"You are currently in the Herbalism trial.","icon":[14,0,"magix2",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":524},{"name":"faunal vampirism","displayName":"Faunal vampirism","desc":"@some [hunter]s and [fisher]s will start to occasionally drink blood from living animals and their [corpse]s, increasing [spookiness] but harming [health] even more, and increasing people's fear, harming [happiness] in exchange for more [spookiness]. //Note: [faunal vampirism] works only during Halloween. That means after Halloween, [faunal vampirism] and its [health] harm will stop. //That is even more eww than biting a human","icon":[12,9,"seasonal"],"type":"trait","cost":{"faith":50,"culture":50},"category":"seasonal","startWith":0,"tier":114,"chance":300,"req":{"\\"dark season\\"":true,"belief in the beforelife":true},"precededBy":["\\"dark season\\"","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":528},{"name":"at1","displayName":"Ancestors trait #1 Authority in churches","desc":"@[church,Churches] and [cathedral]s have a small chance to generate [influence]. Every 3 [church,Churches] and [cathedral]s increase the annual influence bonus by 1. In addition, getting this trait provides 25 [authority].","icon":[16,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1304,"chance":250,"req":{"the ancestors call":true,"7th essence":true,"roots of insight":true,"at5":false},"precededBy":["the ancestors call","7th essence","roots of insight"],"effects":[{"type":"provide res","what":{"authority":25}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":532},{"name":"at2","displayName":"Ancestors trait #2 Water safety","desc":"Allows you to use 1 more percent of your [wtr,Oceans]. //How divine!","icon":[15,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1174,"chance":250,"req":{"the ancestors call":true,"7th essence":true,"at4":false},"precededBy":["the ancestors call","7th essence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":533},{"name":"at3","displayName":"Ancestors trait #3 Science transmutation","desc":"@unlocks the [transcendentalist], who can convert a few hundred [insight] into 1 [science]. However, it has a very high chance of wasting [insight], providing nothing in return. @further researches may improve the performance of this new mode.","icon":[14,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1174,"chance":250,"req":{"the ancestors call":true,"7th essence":true},"precededBy":["the ancestors call","7th essence"],"leadsTo":["essential transmutation II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":534},{"name":"at4","displayName":"Ancestors trait #4 Aquatic protection","desc":"@[boat]s become less likely to sink.","icon":[13,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1174,"chance":250,"req":{"the ancestors call":true,"7th essence":true,"at2":false},"precededBy":["the ancestors call","7th essence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":535},{"name":"at5","displayName":"Ancestors trait #5 Afterlife punishment","desc":"@[thief,Thieves] are more likely to be killed for their actions, so their spawn rate is reduced by a quarter. However, they end up living twice as long!//Just don't execute them in public please.","icon":[12,34,"magixmod",22,1],"type":"trait","cost":{},"category":"ancestors","startWith":0,"tier":1174,"chance":250,"req":{"the ancestors call":true,"7th essence":true,"at1":false},"precededBy":["the ancestors call","7th essence"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":536},{"name":"fear of revenants","displayName":"Fear of revenants","desc":"@[grave]s and [family graves,Cemetaries] generate [spookiness].//You know that you are safe, yet you still feel scared while seeing these graves, which is pretty common, right? Others also do and feel the same.","icon":[13,9,"seasonal"],"type":"trait","cost":{"faith":50,"culture":50},"category":"seasonal","startWith":0,"tier":121,"chance":30,"req":{"\\"dark season\\"":true,"belief in revenants":true},"precededBy":["\\"dark season\\"","belief in revenants"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":538},{"name":"cold heart","displayName":"Cold heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is halved and [health] gain from warmth will be decreased by 1.5% (at other times it will be 2.5%). @happiness from having [fire pit]s or other heating sources is decreased by 10% //Your tribe is getting used to low temperatures, meaning that they'll have to partially accept that fact in order to survive and making your civilization become unforgettable.","icon":[20,34,"magixmod",24,1],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"hot heart":false,"neutral heart":false,"fluid heart":false,"oral tradition":true},"precededBy":["fire-making","oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":539},{"name":"hot heart","displayName":"Hot heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is increased by 50%. @happiness from having [fire pit]s or other heating sources is increased by a quarter//Your tribe needs warmth. They really love the warmth brought to them by fire or other heating sources.","icon":[21,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"neutral heart":false,"fluid heart":false,"oral tradition":true},"precededBy":["fire-making","oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":540},{"name":"neutral heart","displayName":"Neutral heart","desc":"@un/happiness from lacking of/having [fire pit]s or other heating sources isn't increased or decreased in any way. //simply, it's neutral.","icon":[22,34,"magixmod",22,1],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"hot heart":false,"fluid heart":false,"oral tradition":true},"precededBy":["fire-making","oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":541},{"name":"fluid heart","displayName":"Fluid heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is fluid, meaning every some period of time it will switch between: @being increased by a quarter @being reduced by a quarter <>[happiness] gain from having heat sources will also switch between: @being increased by 5% @being decreased by 5% //Your tribe probably is not going to clearly state if they are fine with cold nights or they prefer warmth and safety. That's why they will change their statement sometimes.","icon":[9,15,"magixmod",23,34,"magixmod"],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"hot heart":false,"neutral heart":false,"oral tradition":true},"precededBy":["fire-making","oral tradition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":542},{"name":"nudist culture","displayName":"Nudist culture","desc":"@unhappiness from a lack of [basic clothes,Clothing] is halved. @[basic clothes,Clothing] brings 5% (sometimes it will be 10%) less [happiness] and harming [health] by 2.5% (sometimes 4%).","icon":[19,34,"magixmod",24,1],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"strict dress code":false,"clothing unconcern":false,"fluid dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":543},{"name":"strict dress code","displayName":"Strict dress code","desc":"@unhappiness from a lack of [basic clothes,Clothing] is multiplied by 1.5.//Strict dress codes may affect relationships between people. Sometimes it feels unfair and sounds stupid, doesn't it?","icon":[19,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"nudist culture":false,"fluid dress code":false,"clothing unconcern":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":544},{"name":"clothing unconcern","displayName":"Clothing unconcern","desc":"@un/happiness from lacking of or having [colored clothing,Clothing] isn't increased or decreased in any way. //simply, it's just neutral.","icon":[19,34,"magixmod",22,1],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"fluid dress code":false,"nudist culture":false,"strict dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":545},{"name":"fluid dress code","displayName":"Fluid dress code","desc":"unhappiness from a lack of [basic clothes,Clothing] or other heating sources is fluid, meaning every some period of time it will switch between: @being increased by a quarter @being reduced by a quarter <>[happiness] gain from having clothing will also switch between: @being increased by 4% @being reduced by 4% //Dress code will kind of vary for your people, it seems.","icon":[9,15,"magixmod",24,34,"magixmod"],"type":"trait","cost":{"culture":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"clothing unconcern":false,"nudist culture":false,"strict dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":546},{"name":"decent nourishment","displayName":"Decent nourishment","desc":"@unhappiness from eating [bugs] and [spoiled food] is doubled. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.//But what if this is only food you have?...Here's some advice: do not even think about serving them any sort of worms at all. Just throw it all away or eat it yourself!","icon":[8,11,26,0,"magixmod"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":5,"req":{"insects as food":"on","insect-eating":false,"worm culture":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":547},{"name":"worm culture","displayName":"Worm culture","desc":"@your people are no longer unhappy when eating [bugs]. @in addition, one-third of its [happiness] harm will turn into a boost. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.//There are some countries that put worms into dishes. Consumers are happy about that, as they say it improves the dish's taste!","icon":[8,11,24,1],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":15,"req":{"insects as food":"on","insect-eating":false,"decent nourishment":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":548},{"name":"death indifference","displayName":"Death indifference","desc":"@unhappiness from death is not affected in any way. @may evolve into more complex spiritual thinking...","icon":[8,8,"magixmod"],"type":"trait","cost":{"culture":8,"insight":1},"category":"short","startWith":0,"tier":11,"chance":20,"req":{"language":true,"spark'o religion":true,"fear of death":false,"t2":false,"acceptance of death":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"provide res","what":{"dark decay":50}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":549},{"name":"death scepticism","displayName":"Death scepticism","desc":"unhappiness from death is fluid, meaning that its effect will change between: @being increased by one-third @being reduced by one-third. <> @may evolve into more complex spiritual thinking @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.","icon":[9,15,"magixmod",25,34,"magixmod"],"type":"trait","cost":{"culture":4,"insight":1},"category":"short","startWith":0,"tier":7,"chance":50,"req":{"language":true,"spark'o religion":true,"fear of death":false,"t2":false,"acceptance of death":false,"death indifference":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"provide res","what":{"dark decay":50}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":550},{"name":"meat diet","displayName":"Meat diet","desc":"@allows [healer]s to generate some [health] @cooked and cured [meat] will generate 10% more [health]","icon":[26,34,"magixmod"],"type":"trait","cost":{"culture":150,"wisdom":25,"insight":100,"influence":10},"category":"culture","startWith":0,"tier":285,"chance":120,"req":{"juice-crafting":true,"nutrition":false},"precededBy":["juice-crafting"],"effects":[{"type":"function"},{"type":"function"},{"type":"function"},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":551},{"name":"dt25","displayName":"Devil's trait #25 Miner's curse","desc":"Every good provides 2% less resources from mining (regardless of mining depth) //Today I have broken 3 pickaxes.","icon":[1,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at6":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":552},{"name":"dt26","displayName":"Devil's trait #26 Quarrial insecurity","desc":"Every good provides 2% less resources from quarrying (regardless of depth) //Are we sure it is a proper mineral at first? Is fear really devouring our minds while we are in a quarry?","icon":[3,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at7":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":553},{"name":"dt27","displayName":"Devil's trait #27 not durable axes","desc":"Every good provides 2% less resources from chopping. //These axes aren't as good as they said they were.","icon":[5,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at8":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":554},{"name":"dt28","displayName":"Devil's trait #28 Filthy mana","desc":"Wizardry is weakened by 5%. //This mana is FAKE! I am SURE OF IT!","icon":[7,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at9":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":555},{"name":"dt29","displayName":"Devil's trait #29 Awakening of the devil","desc":"Triggers two of the first 18 devil's traits. @has a chance to get [dt9] if not obtained during this run. //dark forces are now awakening","icon":[9,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at10":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":556},{"name":"dt30","displayName":"Devil's trait #30 Smart fishes","desc":"Every good provides 2% less resources from fishing. //these fishes are really smart...or are they? Or are they controlled by smart forces and in reality they are a little stupid?","icon":[11,34,"magixmod",26,0,"magixmod"],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"devils","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"at11":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":557},{"name":"at6","displayName":"Ancestors trait #6 Old Miner's luck","desc":"Every good provides 1% more resources from mining (regardless of mining depth) //Now hard work down in the mines will feel more rewarding.","icon":[0,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt25":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":558},{"name":"at7","displayName":"Ancestors trait #7 The Quarry's Lord","desc":"Every good provides 1% more from quarrying (regardless of depth) //just look at this big bunch of cut stones behind me!","icon":[2,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt26":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":559},{"name":"at8","displayName":"Ancestors trait #8 Mistress of the forests blessing","desc":"Every good provides 1% more from chopping. //“Her blessing is real! I have just enough wood I need for this winter,” an old woodcutter says.","icon":[4,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt27":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":560},{"name":"at9","displayName":"Ancestors trait #9 Ancestor wizards blessing","desc":"Units related to magic and wizardry produce 3.5% more of magical resources. //Bibiddi bobiddi boo! Did it sound familiar to you?","icon":[6,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt28":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":561},{"name":"at10","displayName":"Ancestors trait #10 Decaying devil","desc":"Removes two of your Devil's traits. (Applies to these traits that are from 1 to 18, excluding [dt9].) These removed traits won't return for the rest of the run! //dark forces are fading away","icon":[8,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt29":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":562},{"name":"at11","displayName":"Ancestors trait #11 Fisher's good old luck","desc":"Every good provides 0.5% more resources from fishing.","icon":[10,34,"magixmod",22,1],"type":"trait","cost":{"culture II":10,"influence II":1,"wisdom":10,"faith II":1},"category":"ancestors","startWith":0,"tier":36,"chance":50,"req":{"doctrine of the dark wormhole 5/5":true,"dt30":false,"belief in the beforelife":true},"precededBy":["doctrine of the dark wormhole 5/5","belief in the beforelife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":563},{"name":"ground weapons","displayName":"Ground weapons","desc":"@all [stone weapons,Weaponry] out of basic materials such as [stone] and [stick,Wood] will be crafted 20% faster. More complex weaponry will be crafted 10% faster. All weaponry will decay 5% slower.","icon":[27,34,"magixmod"],"type":"trait","cost":{"insight":7},"category":"culture","startWith":0,"tier":7,"chance":15,"req":{"spears":true,"ground tools":false,"ground pots":false},"precededBy":["spears"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":564},{"name":"ground pots","displayName":"Ground pots","desc":"@units on modes related to [pottery] craft 20% faster. @[basket-weaving] is boosted by 10%.","icon":[28,34,"magixmod"],"type":"trait","cost":{"insight":7},"category":"culture","startWith":0,"tier":7,"chance":15,"req":{"pottery":true,"ground weapons":false,"ground tools":false},"precededBy":["pottery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":565},{"name":"consumption stability","displayName":"Consumption stability","desc":"@people's [food] consumption isn't affected by this trait in any way. @may unlock more food habit traits //What else do you need except for breakfast, lunch, and dinner? Looks like your tribe doesn't need more than a few dishes a day.","icon":[10,15,"magixmod",19,1],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":60,"req":{"tribalism":true,"joy of eating":false,"culture of moderation":false,"unstable eating habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":566},{"name":"unstable eating habits","displayName":"Unstable eating habits","desc":"@people's [food] consumption is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less but deriving less joy from eating @5% more but deriving more joy from eating <> @may unlock more food habit traits //In real human history diets, nutritional habits were also \\"fluid\\" to some extent, right?","icon":[9,15,"magixmod",8,15,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":70,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"consumption stability":false,"unstable drinking habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":567},{"name":"sharp edges","displayName":"Sharp edges","desc":"@the rate of [prison] escapes is reduced by a quarter //Ouchie!","icon":[6,16,"magixmod"],"type":"trait","cost":{"culture":100},"category":"short","startWith":0,"tier":100,"chance":200,"req":{"imprisonment II":true,"fragile bars":false},"precededBy":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":576},{"name":"fragile bars","displayName":"Fragile bars","desc":"@the rate of [prison] escapes is increased by a quarter //If these bars are made of sticks it is no wonder why they can flee just like that...","icon":[5,16,"magixmod"],"type":"trait","cost":{"culture":100},"category":"short","startWith":0,"tier":100,"chance":200,"req":{"imprisonment II":true,"sharp edges":false},"precededBy":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":577},{"name":"longer prison sentences","displayName":"Longer prison sentences","desc":"@[prisoner]s spend more time in prisons and are sentenced for longer prison penalties. @the amount of freed prisoners decreases by 40% @the amount of escaping prisoners increases by 20%","icon":[4,15,"magixmod"],"type":"trait","cost":{"culture":100},"category":"short","startWith":0,"tier":100,"chance":50,"req":{"imprisonment II":true,"shorter prison sentences":false,"CaP(light)":false},"precededBy":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":578},{"name":"shorter prison sentences","displayName":"Shorter prison sentences","desc":"@[prisoner]s spend less time in prisons and are sentenced for shorter prison penalties. @the amount of freed prisoners increases by 20% @the amount of escaping prisoners decreases by 40%","icon":[7,16,"magixmod"],"type":"trait","cost":{"culture":100},"category":"short","startWith":0,"tier":100,"chance":50,"req":{"imprisonment II":true,"longer prison sentences":false,"CaP(cruel)":false},"precededBy":["imprisonment II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":579},{"name":"dry throats","displayName":"Dry throats","desc":"@people drink 15% less [water], but derive less joy from drinking. @may unlock more drinking habit traits //Don't drink less than 1 liter of water daily!","icon":[3,12,34,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"joy of drinking":false,"drinking stability":false,"unstable drinking habits":false,"unstable consumption habits":false,"culture of moderation":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":580},{"name":"joy of drinking","displayName":"Joy of drinking","desc":"@people drink 15% more [water], but are happier when drinking. @may unlock more drinking habit traits //Don't drink too much. About 7 liters of water can kill a human.","icon":[4,12,34,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"dry throats":false,"drinking stability":false,"unstable drinking habits":false,"joy of eating":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":581},{"name":"drinking stability","displayName":"Drinking stability","desc":"@people's drinkage isn't affected by this trait in any way. @may unlock more drinking habit traits //They simply need several cups of water per day to be happy. Just watch them, they don't need more or less.","icon":[10,15,"magixmod",34,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":60,"req":{"tribalism":true,"joy of drinking":false,"dry throats":false,"unstable drinking habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":582},{"name":"unstable drinking habits","displayName":"Unstable drinking habits","desc":"@people's drinkage is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less but deriving less joy from drinking @5% more deriving more joy from drinking <> @may unlock more drinking habit traits //In real diets, nutritional habits might also be fluid, don't you think?","icon":[9,15,"magixmod",35,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":70,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"drinking stability":false,"unstable eating habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":583},{"name":"unstable consumption habits","displayName":"Unstable consumption habits","desc":"@people's general consumption is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less but half less joy from consumption @5% more deriving tenth more joy from consumption @2.5% more and not affecting [happiness] @2.5% less and not affecting [happiness] //variety in its true form","icon":[9,15,"magixmod",36,34,"magixmod"],"type":"trait","cost":{"culture":7.5},"category":"short","startWith":0,"tier":7.5,"chance":250,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"drinking stability":false,"unstable eating habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":584},{"name":"branches of wisdom","displayName":"Branches of wisdom","desc":"The feeling of slowly extending knowledge is getting stronger and stronger. It feels like the [wisdom II,Wisdom tree] has so many branches that it is getting close to the amount of leaves! Suddenly this thought dissipates from your scholars, providing you: 1 extra technology choice when rolling researches, 60 [wisdom II], and 250 [wisdom]. In addition, [essential conversion tank]s become 25% faster.","icon":[26,31,"magixmod"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":25,"req":{"symbolism II":true,"leaves of wisdom":false},"precededBy":["symbolism II"],"leadsTo":["spicy foods III"],"effects":[{"type":"provide res","what":{"wisdom II":60,"wisdom":250}},{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":585},{"name":"art of death","displayName":"Art of death","desc":"@[corpse]s and their parts are now part of an art, creating some [culture] at the cost of [health].@Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent. //ughhh","icon":[15,6,"magixmod"],"type":"trait","cost":{"culture":25},"category":"short","startWith":0,"tier":25,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":false,"ritual necrophagy":false,"belongings preservance":false},"precededBy":["tribalism","ritualism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":586},{"name":"royal treatment","displayName":"Royal treatment","desc":"@[corpse]s are treated with full respect now, meaning people will be respectful towards them. @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.//That is glorious. Just pure glory. Treating dead bodies with royal attitude will surely make others less scared of death.","icon":[19,1,"magixmod"],"type":"trait","cost":{"culture":25},"category":"short","startWith":0,"tier":39,"chance":750,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":true,"belongings preservance":false},"precededBy":["tribalism","ritualism","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":587},{"name":"belongings preservance","displayName":"Belongings preservance","desc":"@A [corpse,Dead person's] belongings are preserved and left for the family instead of being taken for common use (unless the person didn't have one). @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.","icon":[16,6,"magixmod"],"type":"trait","cost":{"culture":25},"category":"short","startWith":0,"tier":39,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":true,"royal treatment":false,"art of death":false,"ritual necrophagy":false},"precededBy":["tribalism","ritualism","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":588},{"name":"carcass-looting","displayName":"Carcass-looting","desc":"@[gatherer]s can loot carcasses granting some [meat] and [bone]s from dead [foxes,Animals]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[21,1,"magixmod"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"scavenging":false,"active exploration":false,"dreaming":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":594},{"name":"dreaming","displayName":"Dreaming","desc":"@idle [worker]s gather [insight] with a tenth of the speed of a [dreamer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[21,2,"magixmod"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"scavenging":false,"active exploration":false,"carcass-looting":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":595},{"name":"active exploration","displayName":"Active exploration","desc":"@hired [wanderer]s gather [insight] with a 8% of the speed of a [dreamer] and gather resources with a 8% of the speed of a [gatherer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[21,3,"magixmod"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":3,"req":{"tribalism":true,"scavenging":false,"carcass-looting":false,"dreaming":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":596},{"name":"symbolic cultural colors","displayName":"Symbolic cultural colors","desc":"@another [culture] point will be refunded for every trait obtained if the trait. In addition, the amount needed for each refund is reduced to 100. Having [symbolic cultural colors] or this trait allows to get [coloral symbolism III]. @this trait is where new small but important breakthroughts have been made @Note: This trait is rather temporary and has a long lifetime, with a slight chance to become permanent.","icon":[0,35,"magixmod",35,33,"magixmod"],"type":"trait","cost":{"culture":75,"insight":10},"category":"short","startWith":0,"tier":532,"chance":125,"req":{"symbI":true,"philosophy":true,"time measuring 2/2":true,"symbolic knowledge colors":false},"precededBy":["symbI","philosophy","time measuring 2/2"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":599},{"name":"symbolic knowledge colors","displayName":"Symbolic knowledge colors","desc":"@another [insight] point can be refunded every research, and the amount needed for each refund is reduced to 100. Having [symbolic cultural colors] or this trait allows you to get [coloral symbolism III] later on. @this trait is where new small but important breakthroughts have been made @Note: This trait is rather temporary and has a long lifetime, with a slight chance to become permanent.","icon":[0,35,"magixmod",36,33,"magixmod"],"type":"trait","cost":{"culture":75,"insight":10},"category":"short","startWith":0,"tier":532,"chance":125,"req":{"symbI":true,"philosophy":true,"time measuring 2/2":true,"symbolic cultural colors":false},"precededBy":["symbI","philosophy","time measuring 2/2"],"leadsTo":["coloral symbolism III"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":600},{"name":"coloral symbolism III","displayName":"Coloral symbolism III","desc":"@[dreamer] bonus is increased by 15%. @[lawyer]s, [chieftain]s, [druid]s, [cathedral]s, and [guru]s are 20% more efficient. //","icon":[1,35,"magixmod",36,14,"magixmod"],"type":"trait","cost":{"culture II":50,"insight II":100,"science":10},"category":"knowledge","startWith":0,"tier":692,"chance":125,"req":{"doctrine of the dark wormhole 5/5":true,"symbolism":false,"symbolic knowledge colors":true},"precededBy":["doctrine of the dark wormhole 5/5","symbolic knowledge colors"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":601},{"name":"ungrateful tribe","displayName":"Ungrateful tribe","desc":"@people consume 3% less [food] and 1% less [water], but gain 25% less [happiness] from everything. ([happiness] loss is not affected.) This negative effect can be decreased by upgrading the [mausoleum].//we're getting used to it...","icon":[2,4,1,0,"magix2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":1.25,"req":{"rules of food":true},"precededBy":["rules of food"],"leadsTo":["ungrateful tribe II","tribe of eaters"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":650},{"name":"ungrateful tribe II","displayName":"Ungrateful tribe II","desc":"@people consume 3% less [food] again, but gain 10% less [happiness] from everything. ([happiness] loss is not affected.) This negative effect cannot be decreased in any way.//we're getting used to it...once more...","icon":[3,6,1,0,"magix2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":600,"req":{"ungrateful tribe":true,"sedentism":true,"tribe of eaters":false},"precededBy":["ungrateful tribe","sedentism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":651},{"name":"tribe of eaters","displayName":"Tribe of eaters","desc":"@people consume 20% more [food], but the negative effect of [ungrateful tribe] is halved.//Your tribe apologizes for being ungrateful. They know they will continue to be ungrateful, but at least they don't mind so much anymore.","icon":[0,3,4,12,24,1],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":600,"req":{"ungrateful tribe":true,"sedentism":true,"ungrateful tribe II":false},"precededBy":["ungrateful tribe","sedentism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":652},{"name":"care for nature","displayName":"Care for nature","desc":"@people now respect nature much more, and appreciate its resources @unlocks a tech related to [honey]","icon":[2,0,"magix2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":120,"req":{"cooking":true},"precededBy":["cooking"],"leadsTo":["beekeeping","salty sand II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":653},{"name":"faster understanding","displayName":"Faster understanding","desc":"Your people gain the ability to more rapidly understand and think of new technologies, decreasing their need of [insight II] when rolling researches by 40%.","icon":[18,19,"magixmod",0,0,"magix2"],"type":"trait","cost":{},"category":"knowledge","startWith":0,"tier":0,"chance":30,"req":{"physics II":true,"symbolism II":true},"precededBy":["physics II","symbolism II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":654},{"name":"drought","displayName":"Drought","desc":"@Your people are in a drought, which means that they will get 85% less [water] from [gatherer]s and 70% less from all [well] types. @In addition, [muddy water] gathering is decreased by 50%, non-magical farms become 40% slower, and [water] now decays faster (although the decay rate is based on how long the drought has lasted). @[cloudy water] will also decay faster, although slower than [water]. @However, during a drought, you may research unique technologies!","icon":[9,10,1,0,"magix2"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["careful water storage","famine","drought preparation"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":655},{"name":"famine","displayName":"Famine","desc":"Your people are in a famine, which simply means that [food] will spoil much faster.","icon":[33,12,"magixmod",1,0,"magix2"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":6,"req":{"drought":true},"precededBy":["drought"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":656},{"name":"drought preparation","displayName":"Drought preparation","desc":"During droughts, your people will automatically consume 5% less [water].","icon":[33,12,"magixmod",24,1],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":25,"req":{"drought":true},"precededBy":["drought"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":657},{"name":"care for nature II","displayName":"Care for nature II","desc":"@people now respect nature even more @may result in more advanced techs","icon":[0,35,"magixmod",2,0,"magix2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":0,"chance":80,"req":{"faith in water":true,"beekeeping III":true},"precededBy":["faith in water","beekeeping III"],"leadsTo":["superior honey"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":658},{"name":"t6","displayName":"Ocean's Trial","desc":"You are currently in the Ocean trial.","icon":[15,0,"magix2",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["golden crafting","ocean decay I"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":659},{"name":"t5","displayName":"Fishyar's Trial","desc":"You are currently in the Unfishy trial.","icon":[25,25,"magixmod",5,22,"magixmod"],"type":"trait","cost":{},"category":"trial","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":660},{"name":"scientific minds","displayName":"Scientific minds","desc":"Your people have gained a deeper cultural appreciation of [science]. @With so many minds of science, your people will gain [science] extremely slowly (but based on your [culture II] amount). @provides 1 [education] and 1 [inspiration II]","icon":[3,27,"magixmod",0,0,"magix2"],"type":"trait","cost":{"culture II":5},"category":"main","startWith":0,"tier":2055,"chance":6,"req":{"eotm":true},"precededBy":["eotm"],"effects":[{"type":"provide res","what":{"inspiration II":1}},{"type":"provide res","what":{"education":1}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":661},{"name":"love of spice","displayName":"Love of spice","desc":"Your people love eating [spices] along with other [food], meaning that they will gain 20% more happiness when eating them! //Spicy!","icon":[20,0,"magix2",24,1],"type":"trait","cost":{"culture II":5},"category":"main","startWith":0,"tier":5,"chance":16,"req":{"spicy foods":true},"precededBy":["spicy foods"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":662},{"name":"cultural people","displayName":"Cultural people","desc":"Your tribe is growing more and more [culture II,Cultural], meaning that they have begun to think of ways to use their creativity to create more and more... @[painter]s create [painting]s and [culture II] faster @[musician]s provide a little bit of [culture II] now, just like [painter]s","icon":[38,0,"magix2"],"type":"trait","cost":{"culture II":20},"category":"main","startWith":0,"tier":20,"chance":20,"req":{"people of the arts":true,"music":true},"precededBy":["people of the arts","music"],"leadsTo":["eota","superior culture"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":663},{"name":"eota","displayName":"Evolution of the arts","desc":"Don't worry; this research won't involve as many changes as [eotm]! @from now on, you will need to use [culture II] to roll or reroll new technologies @more techs will be avaliable @although these new techs will cost a lot of [culture II], [the outstander]s will be able to provide some [inspiration II] now","icon":[39,0,"magix2"],"type":"trait","cost":{"culture II":30},"category":"main","startWith":0,"tier":50,"chance":40,"req":{"cultural people":true,"music instruments":true},"precededBy":["cultural people","music instruments"],"leadsTo":["passionate artistry","mentors of nature III","prospecting IV"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":664}],"descriptions":{"name":"The identifier name of the thing","displayName":"The displayed name of the thing, which will be used instead of the identifier name","type":"The type of item that the thing was","tier":"The tier of the thing","visible":"Determines if the thing is visible by default","icon":"What icons to use and with multiple options and custom sprite sheet options","civ":"The civilization type for the achievement","special":"A special category that the achievement fits into","plural":"Determines if an achievement states how many times it has been achieved","names":"The names of the type of land that could be used","goods":"The goods that can be found in this land","res":"What resources can be harvested from those goods","mult":"The harvesting multiplier for a specific good","image":"The image to use for the land","ocean":"Determines if the land is ocean","score":"The score for the land. A higher score means that it is more suitable for living","desc":"The description for the thing","hidden":"If the thing is hidden by default","category":"What category the thing fits in","startWith":"How many of that thing you start with","colorGood":"The color to use when you hover over the resource and text appears showing you how you gained a certain amount of it and how much of it you earned. Defaults to #888888 if not defined","colorBad":"The color to use when you hover over the resource and text appears showing you how you lost a certain amount of it and how much of it you lost. Defaults to #888888 if not defined","fractional":"Determines if when gaining or losing the resource, the amount gained or lost is not randomly rounded using the randomFloor function","turnToByContext":"What happens when this resource is consumed","meta":"If this resource contains other resources within","tick":"What happens when a tick occurs; is a function","getDisplayAmount":"Gets how the resource is displayed; is a function","getIcon":"Gets how the thing is displayed; is a function","partOf":"What this resource is considered a part of, not the category displayed","subRes":"The subresources of a specific resource, if it exists","wonder":"The identifier of the achievment to gain upon completing the wonder if the unit is a wonder","wideIcon":"The wide icon for a wonder","threexthreeIcon":"The large three-by-three icon of a seasonal wonder","cost":"How much the thing costs to get","costPerStep":"How much each step of the wonder will cost","steps":"The number of steps for the wonder","messageOnStart":"The message to write upon starting to build the wonder","finalStepCost":"The cost of the final step of the wonder","finalStepDesc":"The message to write upon needing to complete the final step of the wonder","use":"How much this thing uses","req":"The requirements to unlock this thing","modes":"The modes that can be used for this thing","gizmos":"Determines if gizmos are shown","limitPer":"The limit for a specific item","upkeep":"The amount of upkeep that the unit requires","startMode":"The starting mode of the thing","effectsOff":"What to do when the policy is disabled","effects":"Various effects. Some effects may be functions or require specific contexts","tutorialMesg":"The message to write upon getting the technology","chance":"The chance of the trait or technology being selected","id":"The ID value of the thing","mod":"The link of the mod that was used to create the thing","precededBy":"What the thing requires to obtain","leadsTo":"What the thing leads to when obtained"},"sheets":{"magixmod":"https://file.garden/Xbm-ilapeDSxWf1b/MaGiXmOdB4Ta.png","magix2":"https://file.garden/ZmatEHzFI2_QBuAF/magix2.png?v=2.2","seasonal":"https://file.garden/Xbm-ilapeDSxWf1b/seasonalMagix.png","c2":"https://file.garden/Xbm-ilapeDSxWf1b/CiV2IconSheet.png","terrain":"https://file.garden/Xbm-ilapeDSxWf1b/terrainMagix.png"}}`) +const civ2Object = JSON.parse(`{"achievements":[{"name":"mausoleum","displayName":"Mausoleum","desc":"You have been laid to rest in the Mausoleum, an ancient monument made out of stone that takes root in archaic religious thought.","tier":1,"visible":true,"icon":[1,14],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":900},{"type":"addFastTicksOnResearch","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":0},{"name":"heavenly","displayName":"Heavenly","desc":"Finish the Temple of Deities wonder.
    Note: You won't need to ascend. //Unlike Babel's story, languages weren't swapped by any God or Gods.","tier":2,"visible":true,"icon":[1,11,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":1},{"name":"deadly, revenantic","displayName":"Deadly, revenantic","desc":"You escaped and your soul got escorted right into the dangerous Underworld...you may discover it at some point.","tier":2,"visible":true,"icon":[1,16,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":2},{"name":"sacrificed for culture","displayName":"Sacrificed for culture","desc":"You sacrificed yourself in the name of Culture. That choice made your previous people more inspired and filled with strong artistic powers! It made big profits and they may get on much a higher cultural level since now. They will miss you, but you will get +3 culture and inspiration at the start of new runs!","tier":1,"visible":true,"icon":[6,12,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":3},{"name":"democration","displayName":"Democration","desc":"You rested in peace inside the Pagoda of Democracy's tombs. Your glorious rest made your previous civilization live in the laws of justice forever. They will miss you. But this provides an additional +1 influence & authority at the start of new runs! Also, you will get the [policies] trait immediately.","tier":1,"visible":true,"icon":[6,13,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":4},{"name":"insight-ly","displayName":"Insight-ly","desc":"You sacrificed your soul for the Dreamer's Orb. That choice was unexpectable but glorious. It made dreamers more acknowledged and people got much smarter by sacrifice of yours. They will miss you. But this made a profit...providing +6 insight and +6% dreamer speed at the start of new runs!","tier":1,"visible":true,"icon":[1,17,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":75}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":5},{"name":"in the underworld","displayName":"In the underworld","desc":"You sent your soul to the Underworld, leaving your body, which started to decay quickly. But...
  • If you have Sacrificed for culture, Insight-ly, and Democration, you will start new runs with someone new: [adult,The Underworld's Ascendant]! (To open the Underworld, you will need to obtain Deadly, revenantic as well.)","tier":2,"visible":true,"icon":[9,5,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":15}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":6},{"name":"mausoleum eternal","displayName":"Mausoleum eternal","desc":"You have been laid to rest many times in the Mausoleum, an ancient monument made out of stone which involves archaic religious thought. Thanks to you, it has become an unforgettable historical monument. Evolve the Mausoleum to stage 10/10, then ascend by it for the 11th time to obtain some massive bonuses!
  • ","tier":3,"visible":true,"icon":[28,20,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":2000},{"type":"addFastTicksOnResearch","amount":175}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":7},{"name":"level up","displayName":"Level up","desc":"Obtain the Evolution of the minds trait during a legacy! This trait unlocks the second tier of Essentials, which are required for further researches.","tier":2,"visible":true,"icon":[25,19,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":8},{"name":"wild tribe","displayName":"Wild tribe","desc":"Manage to get 1k [population,people] in one legacy.","tier":"population","visible":true,"icon":[36,31,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":9},{"name":"how to, spear?","displayName":"How to, spear?","desc":"Get 20 or more technologies in a single legacy for the human race.//Baby steps behind us...","tier":"tech","visible":true,"icon":[14,33,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":10},{"name":"lucky 9","displayName":"Lucky 9","desc":"Obtain the Devil's trait #9.","tier":2,"visible":true,"icon":[26,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":11},{"name":"traitsman","displayName":"Traitsman","desc":"Make your tribe attract a total of 30 traits and knowledges.","tier":"trait","visible":true,"icon":[26,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":12},{"name":"extremely smart","displayName":"Extremely smart","desc":"Get your Insight II equal to your Wisdom II! It may be a bit harder than you think...","tier":3,"visible":true,"icon":[27,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":1000},{"type":"addFastTicksOnResearch","amount":100}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":13},{"name":"experienced","displayName":"Experienced","desc":"To get this achievement you need to complete the other achievements in this tier, along with the Apprentice achievement. @Achievement bonus: +100 [fruit]s at the start of new runs!","tier":1,"visible":true,"icon":[29,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":100},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":14},{"name":"smart","displayName":"Smart","desc":"To get this achievement you need to complete the other achievements in this tier. @Achievement bonus: [house,Houses/Brick houses], [hovel]s, [hut]s, and [branch shelter,Branch/mud shelders] will use less [land] in new runs.","tier":2,"visible":true,"icon":[29,22,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":15},{"name":"man of essences","displayName":"Man of essences","desc":"Obtain the Magic adept trait by getting 2.1M magical essences! //Obtaining it may unlock a new wonder.","tier":3,"visible":true,"icon":[12,22,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":40}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":16},{"name":"magical","displayName":"Magical","desc":"Construct the Fortress of Magicians, a rather...magical wonder. //This achievement will: @unlock a new theme @increase the effect of Wizard towers by 5% without increasing their upkeep cost //This achievement will unlock you some technologies further down the line such as more advanced hunting and fishing.","tier":3,"visible":true,"icon":[10,22,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":15}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":17},{"name":"apprentice","displayName":"Apprentice","desc":"Get 100 or more technologies in a single legacy for the human race.","tier":"tech","visible":true,"icon":[23,21,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":18},{"name":"3rd party","displayName":"3rd party","desc":"Play Magix along with some other mod. //Note: You will gain this achievement only if you install a separate mod at the start of the game. //This achievement does not provide any boosts and is not required for anything.","tier":1,"visible":true,"icon":[23,24,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":19},{"name":"patience","displayName":"Patience","desc":"Complete Chra-nos' trial for the first time. Your determination led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[4,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":20},{"name":"unhappy","displayName":"Unhappy","desc":"Complete Bersaria's trial for the first time. Your calmness in difficult situations led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[7,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":21},{"name":"cultural","displayName":"Cultural","desc":"Complete Tu-ria's trial for the first time. Your artistic and unique thinking led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[19,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":22},{"name":"hunted","displayName":"Hunted","desc":"Complete Hartar's trial for the first time. Becoming hunting masters and showing 'em what bravery truly is led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[25,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":23},{"name":"unfishy","displayName":"Unfishy","desc":"Complete Fishyar's trial for the first time. Making people trust fish a little more led you to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[22,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":24},{"name":"ocean","displayName":"Ocean","desc":"Complete Posi'zul's trial for the first time. Living near an endless ocean is not impossible, and you are able to prove it! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[2,25,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":25},{"name":"herbalism","displayName":"Herbalism","desc":"Complete Herbalia's trial for the first time. Herbs are not that bad! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[13,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":26},{"name":"buried","displayName":"Buried","desc":"Complete Buri'o dak 's trial for the first and the last time. Death lurks everywhere but coming to terms with it may be the best way to move forward...","tier":4,"visible":true,"icon":[1,26,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":27},{"name":"underground","displayName":"Underground","desc":"Complete Moai's trial for the first time. Stones lead to victory! //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[16,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":28},{"name":"pocket","displayName":"Pocket","desc":"Complete Mamuun's trial for the first time. Seems like you have gotten trading skills! This can lead to victory. //Complete this trial again to gain extra Victory Points. It also increases the bonus of this trial.","tier":4,"visible":true,"icon":[10,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":29},{"name":"faithful","displayName":"Faithful","desc":"Complete Enlightened's trial for the first time. Belief and faith is everything. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[1,27,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":30},{"name":"dreamy","displayName":"Dreamy","desc":"Complete Okar the Seer's trial for the first time. Knowledge will eventually lead to victory. //Complete this trial again to gain extra Victory Points.","tier":4,"visible":true,"icon":[28,26,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":50},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":31},{"name":"next to the God","displayName":"Next to the deities","desc":"Ascend by the Temple of the Paradise/Ancestors...You managed to be very close to the Deity. But this step will make it easier. Because you had to sacrifice so much time reaching that far, this achievement has plenty of rewards. Here are the rewards you will get for it: @the chances for Culture of the before/afterlife and God's/Ancestors call will be all be tripled @various other traits have a higher chance of being gained @you will start new runs with +1 [faith] and [spirituality] <>You will also unlock the Pantheon upon building this wonder again! (Nope, you won't need to ascend once more by it, just complete it and buy the tech that it will unlock...) @This achievement unlocks you 3 new themes!","tier":3,"visible":true,"icon":[1,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":250},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":32},{"name":"the first choice","displayName":"The first choice","desc":"Spend all your Worship points for the first time to pick Seraphins that your people will worship.","tier":3,"visible":true,"icon":[11,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":100}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":33},{"name":"trait-or","displayName":"Trait-or","desc":"Manage your wonderful tribe to adopt 50 total traits and knowledges.","tier":"trait","visible":true,"icon":[12,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":34},{"name":"not so pious people","displayName":"Not so pious people","desc":"Get: @2 traits that will lower your [faith] income @Also, choose a Seraphin that decreases [faith] income as well. To make this achievement possible, Devil's trait #13 is not required.","tier":3,"visible":true,"icon":[32,26,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":90}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":35},{"name":"talented?","displayName":"Talented?","desc":"To get this achievement you need to complete the other achievements in this tier. @Achievement bonus: All crafting units that use land in the primary world will now use less land. In addition, this bonus applies to Wells, Farms, Filters and Crematoriums. @You also gain 1 extra technology choice when rolling researches.","tier":3,"visible":true,"icon":[32,25,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":200},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":36},{"name":"lands of despair","displayName":"Lands of despair","desc":"Find the Dead forest biome on your world map. This is the rarest biome in the whole mod and is generally the most hostile biome that can exist on this world.","tier":5,"visible":true,"icon":[1,29,"magixmod"],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":200},{"type":"addFastTicksOnResearch","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":37},{"name":"rising star","displayName":"Rising star","desc":"Manage to get 10k [population,people] in one legacy. //Keep it up!","tier":"population","visible":true,"icon":[36,30,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":38},{"name":"when while becomes eternity","displayName":"When while becomes eternity","desc":"Be lucky (or unlucky) enough to make one of the temporary traits become permanent. Note: not every temporary trait has a chance to become permanent!","tier":5,"visible":true,"icon":[34,17,"magixmod",24,1],"civ":0,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":200}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":39},{"name":"xmas buff","displayName":"Xmas buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":40},{"name":"god complex","displayName":"God complex","desc":"Declare yourself as one of the famous ones and get punished for that. @Note: usurpers get -0% [happiness] until they change their name.","tier":0,"visible":false,"icon":[35,5,"magixmod"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":30}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":41},{"name":"it's over 9000","displayName":"It's over 9000","desc":"What?! 9000?! There is no way that can be right.","tier":0,"visible":false,"icon":[35,10,"magixmod"],"civ":"overall","special":"shadow","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":42},{"name":"just plain lucky","displayName":"Just plain lucky","desc":"Every in-game day you have a 1 in 1,777,777 chance to get this achievement.","tier":0,"visible":false,"icon":[34,10,"magixmod"],"civ":"overall","special":"shadow","plural":true,"effects":[{"type":"addFastTicksOnStart","amount":150}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":43},{"name":"cruel goal","displayName":"Cruel goal","desc":"Don't ya think that was very, very cruel? Murdering the root full of hope for the future? @Get your [mausoleum] to at least Level 4 and sacrifice your civilization fully just to finish the final step.","tier":0,"visible":false,"icon":[34,8,"magixmod"],"civ":0,"special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":44},{"name":"that was so brutal","displayName":"That was so brutal","desc":"Oh my goodness! Murdering the root full of hope for future once AGAIN? And with more cruelty than before?! // Sacrifice all of your people to one of following wonders: @[pagoda of passing time] @[pagoda of culture] @[hartar's statue] @[pagoda of democracy] @[fortress of cultural legacy] @[complex of dreamers] @[fortress of magicians] @[platinum fish statue] @[tomb of oceans] @[the Herboleum] @[temple of the Stone] @[Mausoleum of the Dreamer] //You need to have the Cruel goal shadow achievement first to get this shadow achievement.","tier":0,"visible":false,"icon":[35,8,"magixmod"],"civ":0,"special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":45},{"name":"speedresearcher","displayName":"Speedresearcher","desc":"Get at least 60 techs within the first 10 minutes of a legacy.","tier":0,"visible":false,"icon":[35,7,"magixmod"],"civ":0,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":46},{"name":"speedresearcher II","displayName":"Speedresearcher II","desc":"Get at least 100 techs within the first 10 minutes of a legacy.","tier":0,"visible":false,"icon":[35,6,"magixmod"],"civ":0,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":47},{"name":"eternal moments","displayName":"Eternal moments","desc":"Be lucky (or unlucky) enough to make one of the temporary traits become permanent while playing the elf race. Note: not every temporary trait has a chance to become permanent!","tier":5,"visible":true,"icon":[34,17,"magixmod",24,1,"c2"],"civ":1,"special":"none","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":200}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":48},{"name":"starting type","displayName":"Starting type","tier":0,"visible":false,"icon":[1,0,"magixmod"],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":49},{"name":"man o' trait","displayName":"Man o' trait","desc":"Manage your fantastic tribe and get a total of 70 traits and knowledges.","tier":"trait","visible":true,"icon":[35,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":70},{"type":"addFastTicksOnResearch","amount":2}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":50},{"name":"in the shadows","displayName":"In the shadows","desc":"Obtain 1 shadow achievement for the human race.","tier":2,"visible":true,"icon":[34,9,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":70},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":51},{"name":"capital of christmas","displayName":"Capital of christmas","desc":"Finish the rather nice [wonderful fortress of christmas], which lets you unlock a special buff that lasts only during Christmas and the 7 runs/legacies after [the christmas,Christmas] ends. Merry Christmas!","tier":0,"visible":false,"icon":[1,12,"seasonal"],"civ":0,"special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":52},{"name":"valentine buff","displayName":"Valentine buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":53},{"name":"love for eternity","displayName":"Love for eternity","desc":"Finish the [fortress of love]. //You don't have to ascend by this wonder. Also, this fortress is a place where no lie or cheating ever happens...just simple love and respect. //Symbolically constructed in Paradise. @Bonus: from some sources, you gain 20% more [love] points.","tier":0,"visible":false,"icon":[1,15,"seasonal"],"civ":0,"special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":54},{"name":"so adorable","displayName":"So adorable","desc":"Reach [love] Level 10 during the Valentines event.","tier":2,"visible":false,"icon":[8,15,"seasonal",14,17,"seasonal"],"civ":"overall","special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":55},{"name":"obsessed?","displayName":"Obsessed?","desc":"Reach [love] Level 15 during the Valentines event. //This is probably obsession...","tier":2,"visible":false,"icon":[9,15,"seasonal",16,17,"seasonal"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10},{"type":"pressure","amount":1000}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":56},{"name":"wondersDuringRun","displayName":"WondersDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":57},{"name":"mostPeopleDuringRun","displayName":"MostPeopleDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":58},{"name":"mostElvesDuringRun","displayName":"MostElvesDuringRun","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":59},{"name":"mostElvesLand","displayName":"MostElvesLand","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":60},{"name":"mostPeopleLand","displayName":"MostPeopleLand","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":61},{"name":"???","displayName":"???","desc":"???","tier":5,"visible":true,"icon":[0,0,0,0,"magix2"],"civ":0,"special":"none","plural":false,"effects":[{"type":"wholenewworld"}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":62},{"name":"the fortress","displayName":"The fortress","desc":"You have been laid to rest in The Fortress, an ancient monument made out of stone that was built in the middle of the forest the purpose of which takes root in archaic elven religious thought.","tier":1,"visible":true,"icon":[1,14,"c2"],"civ":1,"special":"c2","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":100},{"type":"addFastTicksOnResearch2","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":63},{"name":"fortress eternal","displayName":"Fortress eternal","desc":"You have been laid to rest in The Fortress several times. After each time, the Fortress grew bigger and bigger. Evolve the Fortress to 10/10 to get this achievement. Bonuses: @[belief in the afterlife] chance is doubled for the second civilization. @You also gain +1 Insight for the human race at the very start.","tier":2,"visible":true,"icon":[1,24,"c2"],"civ":1,"special":"c2","plural":true,"effects":[{"type":"addFastTicksOnStart2","amount":400},{"type":"addFastTicksOnResearch2","amount":50},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":64},{"name":"first overcome","displayName":"First overcome","desc":"Manage to get a tribe of 1k [population,Elves]. //Congrats for dealing with our first problems!","tier":"population","visible":true,"icon":[32,8,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":65},{"name":"pressed progress","displayName":"Pressed progress","desc":"Manage to get a tribe of 10k [population,Elves]. //gg bro :p","tier":"population","visible":true,"icon":[32,9,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":66},{"name":"the moral press","displayName":"The moral press","desc":"Push Pressure enough to be capable of having 25k [population,Elves]. //You know that pressure also affects your production efficiency. But...do you even care about it?","tier":"population","visible":true,"icon":[32,10,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":250}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":67},{"name":"pressure vaccine","displayName":"Pressure vaccine","desc":"Push Pressure enough to be capable of having 85k [population,Elves]. //Don't get too excited...","tier":"population","visible":true,"icon":[32,11,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":450}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":68},{"name":"pressure wiper","displayName":"Pressure wiper","desc":"Push Pressure enough to be capable of having 175k [population,Elves]. //Do you really feel THAT pressured to remove Pressure?","tier":"population","visible":true,"icon":[32,12,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":770}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":69},{"name":"pressure purgator","displayName":"Pressure purgator","desc":"Push Pressure enough to be capable of having 300k [population,Elves]. //Now go for 1M...a bajillion years later","tier":"population","visible":true,"icon":[32,13,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"pressure","amount":1250}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":70},{"name":"limit reached","displayName":"Limit reached","desc":"Use up all the Pressure resistance for the first time. //@Note: you will need to have Pressure resistance at a minimum of level 1000 to get this.","tier":1,"visible":true,"icon":[32,14,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":71},{"name":"progressive city","displayName":"Progressive city","desc":"Manage to get 150k [population,people] in one run.","tier":"population","visible":true,"icon":[36,29,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":10}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":72},{"name":"metropoly","displayName":"Metropoly","desc":"Manage to get 500k [population,people] in one run.","tier":"population","visible":true,"icon":[25,21,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":25},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":73},{"name":"a huge city made of the smaller cities","displayName":"A huge city made of the smaller cities","desc":"Manage to get 1M [population,people] in one run. //Unbelievable...","tier":"population","visible":true,"icon":[35,27,"magixmod"],"civ":0,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":25},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":74},{"name":"first glory","displayName":"First glory","desc":"Ascend for the first time while playing with the human race. //If you rebirth, you will encounter a new adventure!","tier":1,"visible":true,"icon":[36,28,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":75},{"name":"druidish heart","displayName":"Druidish heart","desc":"Ascend for the first time while playing with the elf race. //If you rebirth, you may encounter a new adventure...like, one more time, right?","tier":1,"visible":true,"icon":[32,15,"c2"],"civ":1,"special":"c2","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":76},{"name":"In the shadows","displayName":"In the shadows","desc":"Obtain 1 shadow achievement for the elf race.","tier":2,"visible":true,"icon":[32,16,"c2"],"civ":1,"special":"c2","plural":false,"effects":[{"type":"addFastTicksOnStart2","amount":70},{"type":"addFastTicksOnResearch2","amount":2},{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":5}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":77},{"name":"pickedCiv","displayName":"PickedCiv","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":78},{"name":"here you go","displayName":"???","desc":"???","tier":1,"visible":true,"icon":[0,0],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":79},{"name":"halloween buff","displayName":"Halloween buff","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":80},{"name":"spooktober","displayName":"Spooktober","desc":"Reach [spookiness] Level 10 during the Halloween event.","tier":2,"visible":false,"icon":[8,16,"seasonal",17,8,"seasonal"],"civ":"overall","special":"seasonal","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":300},{"type":"addFastTicksOnResearch","amount":25}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":81},{"name":"spookyear","displayName":"Spookyear","desc":"Reach [spookiness] Level 15 during the Halloween event. //boo","tier":2,"visible":false,"icon":[9,16,"seasonal",18,8,"seasonal"],"civ":"overall","special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":150},{"type":"addFastTicksOnResearch","amount":10},{"type":"pressure","amount":1000}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":82},{"name":"familiar","displayName":"Familiar","desc":"Get 200 or more technologies in a single run for the human race. //Keep going like that...","tier":"tech","visible":true,"icon":[16,24,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":83},{"name":"nature's rookie","displayName":"Nature's rookie","desc":"Get 20 or more technologies in a single run for the elf race.//Baby steps behind us...again!","tier":"tech","visible":true,"icon":[32,18,"c2"],"civ":1,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":84},{"name":"nature's braincell","displayName":"Nature's braincell","desc":"Get 60 or more technologies in a single run for the elf race. //You are doing quite great!","tier":"tech","visible":true,"icon":[32,19,"c2"],"civ":1,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":85},{"name":"A+ student","displayName":"A+ student","desc":"Get 250 or more technologies in a single run for the human race. //I'm about to become a genius...","tier":"tech","visible":true,"icon":[13,33,"magixmod"],"civ":0,"special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":86},{"name":"naturality","displayName":"Naturality","desc":"Make your elvish tribe attract 20 total traits and knowledges. @Note: traits from the Anomaly category do not count, as they are anomalies, not actual traits or knowledges. //It's better to have your own personality than somebody else's.","tier":"trait","visible":true,"icon":[32,20,"c2"],"civ":1,"special":"none","plural":false,"effects":[{"type":"addFastTicksOnStart2","amount":50}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":87},{"name":"mostPeople","displayName":"MostPeople","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":88},{"name":"mostElves","displayName":"MostElves","tier":0,"visible":false,"icon":[0,0],"civ":0,"special":"none","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":89},{"name":"here you go...again","displayName":"???","desc":"???","tier":1,"visible":false,"icon":[0,0],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":90},{"name":"speeddiscoverer","displayName":"Speeddiscoverer","desc":"Get at least 50 techs within the first 30 minutes of a legacy.","tier":0,"visible":false,"icon":[32,17,"c2"],"civ":1,"special":"shadow","plural":true,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":91},{"name":"the hour of hope","displayName":"The hour of hope","desc":"Maintain this save for at least a hour. //Why hope? Because hope will move us forward.","tier":2,"visible":true,"icon":[36,26,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":92},{"name":"the day of rise","displayName":"The day of rise","desc":"Maintain this save for at least one day. //Well, thanks for playing this game, I guess!","tier":2,"visible":true,"icon":[36,25,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":93},{"name":"authority's week","displayName":"Authority's week","desc":"Maintain this save for at least one week. //You're about 2% of the way there...","tier":2,"visible":true,"icon":[36,24,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":94},{"name":"golden month","displayName":"Golden month","desc":"Maintain this save for at least one month. //We hope that you enjoyed this game!","tier":2,"visible":true,"icon":[36,23,"magixmod"],"civ":"overall","special":"none","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":95},{"name":"so much to do, so much to see","displayName":"So much to do, so much to see","desc":"Maintain this save for at least one year! //Wow...congrats!","tier":0,"visible":false,"icon":[36,22,"magixmod"],"civ":"overall","special":"shadow","plural":false,"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":96},{"name":"an ocean's voyage","displayName":"An ocean's voyage","desc":"While in the [t6,Ocean trial], manage to get the [Wizard complex] tech to gain all seven trial-related upgrades! //How did you get that far with the world practically falling apart?","tier":0,"visible":false,"icon":[16,0,"magix2"],"civ":0,"special":"shadow","plural":false,"effects":[{"type":"addFastTicksOnStart","amount":500}],"type":"achiev","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":97}],"lands":[{"name":"ocean","displayName":"Ocean","names":["Ocean"],"goods":[{"type":"saltwater fish","min":1,"max":3},{"type":"saltwater"},{"type":"kelp","min":0.01,"max":1.5,"chance":0.88}],"icon":[0,0],"image":32,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"arctic ocean","displayName":"Arctic ocean","names":["Icesheet"],"goods":[{"type":"saltwater fish","min":1,"max":3},{"type":"snow cover"},{"type":"saltwater"},{"type":"kelp","min":0.01,"max":1.35,"chance":0.76}],"icon":[0,0],"image":31,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"glacier","displayName":"Glacier","names":["Glacier","Iceberg"],"goods":[{"type":"saltwater fish","min":1,"max":3},{"type":"snow cover"},{"type":"saltwater"}],"icon":[0,0],"image":39,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"lukewarm ocean","displayName":"Lukewarm ocean","names":["Lukewarm ocean","Lush ocean"],"goods":[{"type":"saltwater fish","min":1,"max":3.5},{"type":"saltwater"},{"type":"saltwater fish","min":0.5,"max":2,"chance":0.3333333333333333},{"type":"kelp","min":0.07,"max":1.5,"chance":0.9},{"type":"coral reef","min":0.04,"max":0.3,"chance":0.08}],"icon":[0,0],"image":48,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"tropical ocean","displayName":"Tropical ocean","names":["Tropical ocean"],"goods":[{"type":"saltwater fish","min":1,"max":4},{"type":"saltwater"},{"type":"saltwater fish","min":0.5,"max":2,"chance":0.3333333333333333},{"type":"kelp","min":0.11,"max":1.5,"chance":0.95},{"type":"coral reef","min":0.1,"max":2,"chance":0.27}],"icon":[0,0],"image":34,"ocean":true,"score":0,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"prairie","displayName":"Prairie","names":["Prairie","Grassland","Plain","Steppe","Meadow"],"goods":[{"type":["oakloo","burchinn"],"chance":1,"min":0.1,"max":0.2},{"type":["oakloo","burchinn"],"chance":0.5,"min":0.1,"max":0.4},{"type":["berry bush","wild bush"],"chance":0.9},{"type":"grass","amount":2},{"type":["wild 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bunnittias","firestoats"],"chance":0.9},{"type":["furoxes"],"chance":0.5,"amount":0.5},{"type":["mosseer"],"chance":0.2,"amount":0.2},{"type":"wild bugs"},{"type":"freshwater fish","chance":0.8,"min":0.1,"max":0.5},{"type":"freshwater","amount":1},{"type":["tundra rocky substrate","rocky substrate"]}],"icon":[0,0],"image":46,"score":10,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"shrubland","displayName":"Shrubland","names":["Shrubland","Drylands","Highlands","Heath"],"goods":[{"type":["oakloo","burchinn"],"chance":0.5,"min":0.2,"max":0.4},{"type":"dead tree","amount":0.5},{"type":["berry bush","wild bush"],"chance":0.2},{"type":"grass","amount":1.5},{"type":["wild bunnittias","firestoats"],"chance":0.6},{"type":["vfb1","vfb2","vfb3","vfb4","vfb5"],"chance":0.6,"min":0.2,"max":0.7},{"type":["furoxes"],"chance":0.4,"amount":0.3},{"type":["wolvoes","bears"],"chance":0.1,"amount":0.2},{"type":"wild bugs"},{"type":"freshwater fish","chance":0.3,"min":0.1,"max":0.3},{"type":"freshwater","amount":0.8},{"type":"rocky substrate"}],"icon":[0,0],"image":5,"score":7,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"roofed forest","displayName":"Roofed forest","names":["Roofed forest","Thichet","Thick woodland","Roofed swamp"],"goods":[{"type":["oakloo","burchinn"],"amount":3},{"type":["oakloo","burchinn","dead tree"],"chance":0.5},{"type":["berry bush","wild bush"],"chance":0.6},{"type":"forest mushrooms","chance":0.8},{"type":"grass"},{"type":["wild bunnittias","firestoats"],"chance":0.2},{"type":["vfb1","vfb2","vfb3","vfb4","vfb5"],"chance":0.8,"min":0.1,"max":0.4},{"type":["furoxes"],"chance":0.2,"amount":0.2},{"type":["wolvoes","bears"],"chance":0.5,"min":0.5,"max":1},{"type":["boars"],"chance":0.5,"amount":0.5},{"type":"mosseer","chance":0.7,"amount":0.5},{"type":"wild bugs","min":1,"max":1.5},{"type":"freshwater 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substrate"}],"icon":[0,0],"image":25,"score":4,"type":"land","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"autumnal forest","displayName":"Autumnal forest","names":["Autumnal forest","Autumnest"],"goods":[{"type":["autumnal oakloo","autumnal burchinn"],"amount":3},{"type":["autumnal oakloo","autumnal burchinn","dead tree"],"chance":0.5},{"type":"berry bush","chance":0.6},{"type":"forest mushrooms","chance":0.8},{"type":["vfb1","vfb2","vfb5"],"chance":0.3,"min":0.2,"max":0.45},{"type":"grass"},{"type":["wild bunnittias","firestoats"],"chance":0.2},{"type":["furoxes"],"chance":0.2,"amount":0.2},{"type":["wolvoes","bears"],"chance":0.5,"min":0.5,"max":1},{"type":["boars"],"chance":0.5,"amount":0.5},{"type":"wild bugs","min":1,"max":1.5},{"type":"freshwater fish","chance":0.1,"min":0.1,"max":0.3},{"type":"freshwater","amount":1},{"type":"rocky 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that thrives in temperate climates (non-autumnal forests), rich in [log]s and [stick]s. It can rarely be found in other biomes.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[18,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"autumnal oakloo","displayName":"Autumnal oakloo","desc":"The [autumnal oakloo] is a mighty tree with dark wood that thrives in temperate climates, rich in [log]s and [stick]s. It can rarely be found in other biomes. This kind of [autumnal oakloo,Oakloo] only appears in autumnal forests where trees grow unique colours of autumn every time spring starts.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[3,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"burchinn","displayName":"Burchinn","desc":"[burchinn,Burchinn trees] have a white and slightly green bark and are rather frail, but are a good source of [log]s and [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[21,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"autumnal burchinn","displayName":"Autumnal burchinn","desc":"[autumnal burchinn,Autumnal burchinn trees] have white and slightly green bark and are rather frail, but are a good source of [log]s and [stick]s. 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These trees are rich in [log]s and [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[7,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"palm tree","displayName":"Palm tree","desc":"[palm tree]s prefer warm climates and provide [log]s when chopped; harvesting them may also yield [stick]s and delicious [fruit] of various kinds.","res":{"chop":{"log":1,"stick":3},"gather":{"fruit":0.3,"stick":1}},"icon":[14,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"palmacia tree","displayName":"Palmacia tree","desc":"All [palmacia tree]s prefer warm and dry climates and provide [log]s when chopped. Harvesting them can yield [stick]s and rather strange [jungle fruits].","res":{"chop":{"log":1,"stick":3},"gather":{"fruit":0.1,"stick":1}},"icon":[13,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"cracacia","displayName":"Cracacia","desc":"The [cracacia,Cracacia tree] tends to grow in warm, dry climates, and can be chopped for [log]s and harvested for [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[19,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"ver tree","displayName":"Ver tree","desc":"[ver tree]s can handle cold climates and keep their needles all year along; they can provide [log]s and [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[15,14,"c2"],"mult":4.6,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"pine tree","displayName":"Pine tree","desc":"[pine tree]s are tall and can easily handle cold climates and keep their needles all year along; they can provide [log]s and [stick]s. //Can be found in some ice deserts and in the Firreal woods, along with other conifers.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[16,14,"c2"],"mult":4.6,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"confern tree","displayName":"Confern tree","desc":"[confern tree]s are tall and can easily handle cold climates and keep their needles all year along; they can provide [log]s and [stick]s. //Can be found in some tundras and in the Firreal woods, along with other conifers.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[17,14,"c2"],"mult":4.6,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"dead tree","displayName":"Dead tree","desc":"While an ornery and sad sight, [dead tree]s are an adequate source of dry [log]s and [stick]s.","res":{"chop":{"log":1,"stick":2},"gather":{"stick":0.5}},"icon":[9,10],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"berry bush","displayName":"Berry bush","desc":"[berry bush,Berry bushes] can be foraged for [fruit]s, [stick]s, and the occasional [herb].","res":{"gather":{"fruit":3,"stick":0.5,"herb":0.25}},"icon":[3,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"wild bush","displayName":"Wild bush","desc":"[wild bush,Wild bushes] can be foraged for [vegetable]s, [stick]s, and sometimes [herb]s.","res":{"gather":{"vegetable":3,"stick":0.5}},"icon":[18,17,"c2"],"mult":10,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"forest mushrooms","displayName":"Forest mushrooms","desc":"[forest mushrooms] grow in the penumbra of the underbrush, and yield all sorts of interesting [herb]s. They also have multiple unique styles that are quite fascinating.","res":{"gather":{"herb":4}},"icon":[4,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"big warped shrooms","displayName":"Big warped shrooms","desc":"[big warped shrooms] are a variety of [big shrooms] that can be found in Shroomest. //This variety can only be met in Warplands. Will yield [herb]s and easily harvested [spoiled food]. Can be chopped for its stem that can be later used to make a building material.","res":{"gather":{"herb":1,"spoiled food":4},"chop":{"shroom stem":0.3333333333333333}},"icon":[8,14,"c2"],"mult":4.7,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"big shrooms","displayName":"Big shrooms","desc":"[big shrooms] can be found in Shroomests//These tall shrooms can be gathered for some [herb] and [spoiled food] and chopped for its stem that can be later used to fabricate it into a building material.","res":{"gather":{"herb":4},"chop":{"shroom stem":0.3333333333333333}},"icon":[9,14,"c2"],"mult":8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"succulents","displayName":"Succulents","desc":"Hardy cacti that grow in the desert. While tricky to harvest, [succulents] can provide [herb]s and [fruit]s.","res":{"gather":{"fruit":1,"herb":3}},"icon":[12,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"jungle fruits","displayName":"Jungle fruits","desc":"[jungle fruits] come in all shapes, colors and sizes, and will yield [fruit]s and [herb]s to those who forage them.","res":{"gather":{"fruit":2,"herb":1}},"icon":[13,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"wild bunnittias","displayName":"Wild bunnittias","desc":"[wild bunnittias] are cute but quick and hard to catch, and yield a little [meat], [bone] and [hide]. They like to hide in bushes and escape right into dense bushes.//Carcasses can sometimes be gathered for some [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2,"hide":0.2}},"icon":[3,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"firestoats","displayName":"Firestoats","desc":"Besides being a source of high-quality [hide,Furs], these mammals have eyes that can glow in the darkness. During the night small, these animals could provide a small amount of light for your tribe and are a source of [meat] and [bone]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2,"hide":1}},"icon":[4,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"koolas","displayName":"Koolas","desc":"While they are placid leaf-eaters with cute pink noses, these tree-dwelling mammals have been rumored to drop down on unsuspecting passersby. [koolas] tend prefer dense jungles and may be spotted occasionally in other areas. They can be hunted for [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2,"hide":0.2}},"icon":[6,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"mosseer","displayName":"Mosseer","desc":"Forest herbivores that live in herds which settle in dense forests; good source of [meat], [bone]s and [hide]s.//Their carcasses can rarely be gathered for [spoiled food] as well as they provide better [meat]s.","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":4,"bone":1,"hide":0.4}},"icon":[7,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"omieer","displayName":"Omieer","desc":"Ominous variety of [mosseer]s. //Purple herbivores that live in dense forests; good source of [meat], [bone]s and [hide]s.//Their carcasses can rarely be gathered for [spoiled food] as well as they provide better [hide]s.","res":{"gather":{"spoiled food":0.7},"hunt":{"meat":3,"bone":1,"hide":0.6}},"icon":[8,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"bears","displayName":"Bears","desc":"Large omnivorous mammals that hibernate in cold seasons; fearsome in battle. Bears are a great source of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1,"hide":0.9}},"icon":[9,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"omars","displayName":"Omars","desc":"Ominous variety of [bears]. //Large dark omnivorous mammals that hibernate in cold seasons; fearsome in battle. These animals will provide plenty of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for large amounts of [spoiled food].","res":{"gather":{"spoiled food":1.5},"hunt":{"meat":3.9,"bone":1,"hide":1.1}},"icon":[15,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"polar bears","displayName":"Polar bears","desc":"Large omnivorous mammals that live in snowy regions; fierce hunters. These animals will give plenty of [meat], [bone]s and large [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":4,"bone":1,"hide":1}},"icon":[13,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"boars","displayName":"Boars","desc":"Omnivorous mammals armed with tusks; provide [meat], [bone]s and [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":3,"bone":1,"hide":0.5}},"icon":[14,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"furoxes","displayName":"Furoxes","desc":"These sly hunters have soft fur and can be butchered for [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":2,"bone":0.2,"hide":0.5}},"icon":[10,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"colfoxes","displayName":"Colfoxes","desc":"Arctic variant of [furoxes]. //These animals can be butchered for [meat], [bone]s and [hide]s.//Their carcasses, however, cannot be gathered for [spoiled food].","res":{"hunt":{"meat":2,"bone":0.2,"hide":0.5}},"icon":[17,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"wolvoes","displayName":"Wolvoes","desc":"Ferocious carnivores that tend to hunt in packs; a dangerous source of [meat], [bone]s and [hide]s.//Carcasses can sometimes be gathered for [spoiled food].","res":{"gather":{"spoiled food":0.5},"hunt":{"meat":3,"bone":0.5,"hide":0.5}},"icon":[11,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"ocealoes","displayName":"Ocealoes","desc":"Carnivorous semi-aquatic mammal with long tail. Can be rather found in sea than on land; provides [meat], [bone]s and [hide]s.//Carcasses can also be gathered for [spoiled food].","res":{"gather":{"spoiled food":1},"hunt":{"meat":3,"bone":0.6,"hide":0.4}},"icon":[7,18,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"wild bugs","displayName":"Bugs","desc":"[wild bugs,Bugs] are ubiquitious and plentiful.","res":{"gather":{"bugs":2}},"icon":[12,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"saltwater fish","displayName":"Saltwater fish","desc":"[saltwater fish] are of every size and color.//A source of [seafood].","res":{"gather":{"seafood":0.03},"fish":{"seafood":3}},"icon":[3,18,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"freshwater fish","displayName":"Freshwater fish","desc":"[freshwater fish] live in streams and rivers.//A source of [seafood].","res":{"gather":{"seafood":0.03},"fish":{"seafood":3}},"icon":[5,18,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"stortle","displayName":"Stortle","desc":"A turtle with a hard shell on its top. These animals may only be found in the Stonelands.","res":{"gather":{"meat":0.5},"hunt":{"meat":0.5}},"icon":[16,19,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"crabs","displayName":"Crabs","desc":"Skittish crustaceans that walk sideways.//A source of [seafood].","res":{"gather":{"seafood":0.1},"fish":{"seafood":2}},"icon":[0,0],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"stone monolith","displayName":"Stone monolith","desc":"[stone monolith]s are exclusively in Stoney deserts and Stonelands.//These may be mined for extra [limestone] and [stone]. //May provide [olivnum ore] in very rare circumstances.","res":{"mine":{"stone":0.3,"limestone":0.02,"olivnum ore":0.002}},"icon":[12,14,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"rocky substrate","displayName":"Rocky substrate","desc":"A [rocky substrate] is found underneath terrain with moderate temperature and humidity.//Surface [stone]s may be gathered by hand.//Digging often produces [mire], more [stone]s, and occasionally [olivnum ore,Ores] and [clay].//Mining provides the best results, outputting a variety of [stone]s, rare [greenold ore,Ores], and precious [gems].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mire":2,"clay":0.15,"stone":0.6,"berrylium ore":0.007,"olivnum ore":0.001,"tin ore":0.008,"limestone":0.1,"salt":0.051},"mine":{"stone":0.3,"olivnum ore":0.085,"tin ore":0.085,"iron ore":0.04,"greenold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.003},"quarry":{"cut stone":0.7,"limestone":0.5,"fazble":0.01}},"icon":[3,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"warm rocky substrate","displayName":"Warm rocky substrate","desc":"A [warm rocky substrate] is found underneath biomes with warm temperature and low humidity.//Surface [stone]s may be gathered by hand.//This soil contains low amounts of [clay] and negligible amounts of [mire], more [stone]s and occasionally [olivnum ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, more common [greenold ore] and [salt], but less precious [gems].//Quarrying underneath here provides less [fazble].","res":{"gather":{"stone":0.2,"clay":0.002,"limestone":0.003},"dig":{"mire":0.1,"clay":0.3,"stone":0.6,"berrylium ore":0.008,"tin ore":0.008,"limestone":0.1,"salt":0.051,"sand":0.00001},"mine":{"stone":0.8,"olivnum ore":0.01,"tin ore":0.08,"iron ore":0.042,"greenold ore":0.0052,"coal":0.11,"salt":0.14,"gems":0.004},"quarry":{"cut stone":0.9,"limestone":0.5,"fazble":0.0088}},"icon":[7,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"tundra rocky substrate","displayName":"Tundra rocky substrate","desc":"A [tundra rocky substrate] is found underneath biomes with low temperatures or similar to tundra.//Surface [stone]s may be gathered by hand.//This soil contains less [clay] and [mire], more [stone]s and a little bit less [olivnum ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, more common [iron ore] and [coal], but less amounts of ores like [olivnum ore,Olivnum] or [tin ore,Tin]. Can't forget about [gems] though!//Quarrying underneath here provides more [limestone].","res":{"gather":{"stone":0.2,"clay":0.004,"limestone":0.0035},"dig":{"mire":1.5,"clay":0.2,"stone":0.6,"olivnum ore":0.006,"tin ore":0.006,"limestone":0.1,"salt":0.051},"mine":{"stone":0.95,"olivnum ore":0.09,"tin ore":0.07,"iron ore":0.046,"greenold ore":0.0035,"coal":0.16,"salt":0.1,"gems":0.005},"quarry":{"cut stone":0.85,"limestone":0.62,"fazble":0.01}},"icon":[10,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"ice desert rocky substrate","displayName":"Ice desert rocky substrate","desc":"A [ice desert rocky substrate] is found underneath biomes with very low temperatures.//Surface [stone]s may be gathered by hand.//This soil contains no [mire], more [stone]s and [limestone] and rarely [olivnum ore,Ores].//Mining provides the best results, outputting a variety of [stone]s, way more common [iron ore], some more [coal], but less amounts of ores like [olivnum ore,Olivnum]. Can't forget about [gems] though, because you'll find more here.//Quarrying underneath here provides more [limestone] and [fazble].//This substrate contains no [salt].","res":{"gather":{"stone":0.2,"clay":0.002,"limestone":0.0035},"dig":{"clay":0.2,"stone":0.6,"olivnum ore":0.001,"tin ore":0.001,"limestone":0.105},"mine":{"stone":0.944,"olivnum ore":0.09,"tin ore":0.07,"iron ore":0.06,"greenold ore":0.0035,"coal":0.21,"gems":0.0052},"quarry":{"cut stone":1,"limestone":0.62,"fazble":0.01}},"icon":[8,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"wet rocky substrate","displayName":"Wet rocky substrate","desc":"A [wet rocky substrate] is found underneath terrain with high humidity.//Surface [stone]s may be gathered by hand.//Digging often produces way more [mire] and [clay], more [stone]s and occasionally [olivnum ore,Ores] and [clay]. Digging here provides more [limestone] but provides no [salt].//Mining provides the best results, outputting a variety of [stone]s, more common [olivnum ore,Olivnum], and precious [gems]. Also, mining here provides way less [iron ore,Iron].//Quarrying provides a little more [limestone] and [fazble] but less [cut stone].","res":{"gather":{"stone":0.25,"clay":0.007,"limestone":0.005},"dig":{"mire":4.2,"clay":0.45,"stone":0.6,"olivnum ore":0.008,"tin ore":0.008,"limestone":0.14},"mine":{"stone":0.85,"olivnum ore":0.011,"tin ore":0.085,"iron ore":0.02,"greenold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.005},"quarry":{"cut stone":0.81,"limestone":0.55,"fazble":0.011}},"icon":[9,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"jungle rocky substrate","displayName":"Jungle rocky substrate","desc":"A [jungle rocky substrate] is found underneath jungles.//Surface [stone]s may be gathered by hand.//Digging often produces way more [clay], more [stone]s and occasionally [olivnum ore,Ores] and [clay]. Digging here provides more [limestone] but provides no [salt].//Mining provides the best results, outputting a variety of [stone]s, more common [tin ore,Tin] but less precious [gems] and way less [olivnum ore,Olivnum] amounts. Also, mining here provides way less [iron ore,Iron].","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mire":2,"clay":0.35,"stone":0.6,"olivnum ore":0.004,"berrylium ore":0.0035,"tin ore":0.008,"limestone":0.14},"mine":{"stone":0.8,"berrylium ore":0.004,"tin ore":0.014,"iron ore":0.05,"greenold ore":0.004,"coal":0.09,"salt":0.11,"gems":0.004},"quarry":{"cut stone":0.75,"limestone":0.5,"fazble":0.01}},"icon":[6,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"lush rocky substrate","displayName":"Lush rocky substrate","desc":"A [lush rocky substrate] is found underneath terrain with a lush temperature and stable humidity.//Surface [stone]s may be gathered by hand.//Digging often produces [mire], more [stone]s and occasionally [olivnum ore,Ores] and a bit less [clay].//Mining provides the best results, outputting a variety of [stone]s, a little bit more rarely [greenold ore,Ores], and precious [gems] but less ores like [olivnum ore,Olivnum], [tin ore,Tin],insert new ore here, [iron ore,Iron]. You will find less [coal] here.","res":{"gather":{"stone":0.25,"clay":0.005,"limestone":0.005},"dig":{"mire":2,"clay":0.13,"stone":0.6,"berrylium ore":0.0069,"olivnum ore":0.001,"tin ore":0.0081,"limestone":0.1,"salt":0.05},"mine":{"stone":0.88,"olivnum ore":0.055,"tin ore":0.055,"iron ore":0.025,"greenold ore":0.0038,"coal":0.078,"salt":0.1,"gems":0.005},"quarry":{"cut stone":0.9,"limestone":0.5,"fazble":0.01}},"icon":[5,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"dead rocky substrate","displayName":"Dead rocky substrate","desc":"A [dead rocky substrate] is unique to the Dead forest biome.//Surface [stone]s may be gathered by hand.//Digging rarely produces [mire], more [stone]s and occasionally [olivnum ore,Ores] and [clay].//Mining here is not a great idea because you will find almost no [tin ore,Ores]. //Same with quarrying (excluding [fazble], which is more often than anywhere else).","res":{"gather":{"stone":0.25,"clay":0.004,"limestone":0.002},"dig":{"mire":0.5,"clay":0.05,"stone":0.2,"olivnum ore":0.001,"tin ore":0.002,"limestone":0.025,"salt":0.02},"mine":{"stone":0.8,"olivnum ore":0.01,"tin ore":0.03,"iron ore":0.01,"coal":0.04,"salt":0.1,"gems":0.001},"quarry":{"cut stone":0.6,"limestone":0.1,"fazble":0.01}},"icon":[4,16,"c2"],"mult":3.85,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"snow cover","displayName":"Snow cover","desc":"A [snow cover] is often available year-long in cold environments, and is a good source of [water]; it may also conceal [ice], which must be dug out from deeper cover.","res":{"gather":{"water":4,"muddy water":8},"dig":{"ice":0.2}},"icon":[13,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"sandy soil","displayName":"Sandy soil","desc":"[sandy soil] is the result of a [rocky substrate] eroded by wind over long periods of time. [sand] is plentiful here.","res":{"dig":{"sand":1}},"icon":[11,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"red sandy soil","displayName":"Red sandy soil","desc":"[red sandy soil] is the result of a [rocky substrate] eroded by wind over long periods of time in specific conditions. [sand] is plentiful here.","res":{"dig":{"sand":1}},"icon":[12,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"saltwater","displayName":"Saltwater","desc":"[saltwater] cannot be collected for [water], but may produce [salt] deposits.","res":{"gather":{"salt":0.05}},"icon":[14,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"freshwater","displayName":"Freshwater","desc":"[freshwater], whether found in streams or from rainwater, can be collected for [water] and [muddy water].","res":{"gather":{"water":8,"muddy water":8}},"icon":[15,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"mudwater","displayName":"Mudwater","desc":"[mudwater], whether found in swamps, polluted streams, or other locations can be collected for disgusting [muddy water].","res":{"gather":{"muddy water":8}},"icon":[16,16,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"ominous tree","displayName":"Ominous tree","desc":"The [ominous tree] is a dark tree that lives in the lush climates of Ominous Woods and keep their dark needles year-long; they can provide [log]s and [stick]s.","res":{"chop":{"log":1,"stick":3},"gather":{"stick":1}},"icon":[3,15,"c2"],"mult":4.8,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"ominous grass","displayName":"Ominous grass","desc":"[ominous grass] is a good source of [herb]s; you may also occasionally find some [fruit]s and [stick]s while foraging.","res":{"gather":{"herb":8,"fruit":0.5,"stick":0.7}},"icon":[17,17,"c2"],"mult":9,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"coral reef","displayName":"Coral reef","desc":"Colorful, beautiful corals. They like to live in warm, tropical oceans and seas. However, some reefs can be met in the depths of lukewarm oceans in much smaller colonies. //This does not provide anything useful, however.","res":{},"icon":[8,17,"c2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"kelp","displayName":"Kelp","desc":"Kelp or seagrass. They can be found in a variety of aquatic places. In some regions of the marine world, kelp are very common, while in others, they become very scarce.//This does not provide anything useful, however.","res":{},"icon":[10,17,"c2"],"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"vfb1","displayName":"Dangerous bushes","desc":"A bush filled with some [flowers] and some poisonous plants unfortunately cannot be eaten.","res":{"flowers":{"flowers":3}},"icon":[13,17,"c2"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"vfb2","displayName":"Wild flowers bush","desc":"A bush filled with some wild [flowers].","res":{"flowers":{"flowers":3.2}},"icon":[14,17,"c2"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"vfb3","displayName":"Flower bush","desc":"A bush filled with various [flowers].","res":{"flowers":{"flowers":4}},"icon":[15,17,"c2"],"mult":2,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"vfb4","displayName":"Large flowery bush","desc":"A bush filled with several [flowers,Large flowers].","res":{"flowers":{"flowers":4.25}},"icon":[19,17,"c2"],"mult":3,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"vfb5","displayName":"Bush of tulips","desc":"A bush filled with a few [flowers,Tulips].","res":{"flowers":{"flowers":2}},"icon":[20,17,"c2"],"mult":1,"type":"goods","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61}],"resources":[{"name":"victory point","displayName":"Victory point","desc":"You can gain [victory point]s for completing some Trials. All of the trials are repeatable, except for the Buried trial. After the first completion of a trial, it grants 1 [victory point], and for every subsequent attempt, you gain additional [victory point]s (this gain grows more and more powerful the more times you complete a single Trial). These points can't be spent, but their amount can provide extra bonuses.","startWith":0,"icon":[0,28,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magixUtils.js","id":0},{"name":"died this year","displayName":"Died this year","hidden":true,"startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"born this year","displayName":"Born this year","hidden":true,"startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"population","displayName":"Population","desc":"Your [population] represents everyone living under your rule. These are the elves that look to you for protection, survival, and glory.","startWith":0,"colorGood":"#3b4","colorBad":"#f44","icon":[0,3,"c2"],"meta":true,"tick":"function (me, tick) {\\n //this.displayName=G.getName('inhabs');\\n if (me.amount > G.achievByName['mostElvesDuringRun'].won) G.achievByName['mostElvesDuringRun'].won = me.amount;\\n if (me.amount > G.achievByName['mostElves'].won) G.achievByName['mostElves'].won = me.amount;\\n if (me.amount > 0) {\\n if (G.getRes('faith').amount < (G.getRes('spirituality').amount / 3) && G.checkPolicy('mental balance') == 'on') G.setPolicyModeByName('mental balance', 'off'); //this rit is very fragile\\n //note : we also sneak in some stuff unrelated to population here\\n //policy ticks\\n if (tick % 40 == 0) {\\n var rituals = ['fertility rituals', 'harvest rituals', 'flower rituals', 'wisdom rituals', 'mental balance'];\\n for (var i in rituals) {\\n if (G.checkPolicy(rituals[i]) == 'on') {\\n if (rituals[i] == 'mental balance') {\\n G.setPolicyModeByName(rituals[i], 'off');\\n G.lose('faith', 3, 'rituals');\\n } else {\\n if (G.getRes('faith').amount <= 0) G.setPolicyModeByName(rituals[i], 'off');\\n else G.lose('faith', 1, 'rituals');\\n }\\n }\\n }\\n }\\n var eatongathermult = 0.5;\\n var happinessLevel = G.getRes('happiness').amount / me.amount;\\n if (G.checkPolicy('eat on gather') == 'on' && G.getRes('happiness').amount / me.amount < 70 && G.getRes('food').amount > 0) changeHappiness(me.amount * eatongathermult, 'instant eating');\\n var productionMult = G.doFunc('production multiplier', 1);\\n\\n var deathUnhappinessMult = 1;\\n if (G.has('fear of death')) deathUnhappinessMult *= 2 * (G.has('bII(normal)') ? 0.95 : 1);\\n if (G.has('belief in the afterlife')) deathUnhappinessMult /= 2;\\n if (G.has('acceptance of death')) deathUnhappinessMult /= 2 * (G.has('bII(acceptance)') ? 1.05 : 1);\\n if (G.has('death scepticism')) (G.year % 40 > 20 ? deathUnhappinessMult *= (5 / 3) : deathUnhappinessMult *= 1 / 3);\\n if (tick % 3 == 0 && G.checkPolicy('disable eating') == 'off') {\\n //drink water\\n var toConsume = 0;\\n var consumeMult = 1;\\n var happinessAdd = 0;\\n if (G.has('dry throats')) { consumeMult *= 0.85; happinessAdd -= 0.04; }\\n else if (G.has('joy of drinking')) { consumeMult *= 1.15; happinessAdd += 0.04; }\\n else if (G.has('unstable drinking habits')) { consumeMult *= (G.year % 31 > 15 ? 1.05 : 0.95); happinessAdd += (G.year % 31 > 15 ? 0.003 : -0.003) } //fluid\\n else if (G.has('unstable consumption habits')) {\\n var n = G.year % 80;\\n if (n < 20) {\\n consumeMult *= 1.05; happinessAdd += 0.004;\\n }\\n if (n >= 20 && n < 40) {\\n consumeMult *= 0.95; happinessAdd -= 0.02;\\n } else if (n >= 40 && n < 60) consumeMult *= 1.025;\\n else consumeMult *= 0.975;\\n }//general fluid\\n var weights = { 'baby': 0.1, 'child': 0.3, 'adult': 0.5, 'elder': 0.5, 'sick': 0.4, 'wounded': 0.4 };\\n for (var i in weights) { toConsume += G.getRes(i).amount * weights[i]; }\\n var rations = G.checkPolicy('water rations');\\n switch (rations) {\\n case 'none': toConsume = 0; changeHappiness((-me.amount * 3) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); G.gain('health', -me.amount * 2, 'water rations'); break;\\n case 'meager': toConsume *= 0.5; changeHappiness((-me.amount) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'water rations'); G.gain('health', -me.amount * 0.5, 'water rations'); break;\\n case 'sufficient':\\n toConsume *= 1;\\n if (Math.abs(happinessLevel) > 80)\\n changeHappiness(happinessLevel < 0 ? me.amount * 0.2 : -me.amount * 0.2, 'water rations'); break;\\n case 'plentiful': toConsume *= 1.5; changeHappiness((me.amount) / (happinessLevel < 0 ? 1 : (happinessLevel < 0 ? 1.1 : Math.pow(happinessLevel * 0.02, 0.4))), 'water rations'); break;\\n }\\n\\n toConsume = randomFloor(toConsume * consumeMult);\\n var consumed = G.lose('water', toConsume, 'drinking');\\n changeHappiness(consumed * happinessAdd * 0.5, 'water culture');\\n var lacking = toConsume - G.lose('water', toConsume, 'drinking');\\n if (rations == 'none') lacking = me.amount * 0.5;\\n if (lacking > 0)//are we out of water?\\n {\\n //resort to muddy water\\n if (rations != 'none' && G.checkPolicy('drink muddy water') == 'on') lacking = lacking - G.lose('muddy water', lacking, 'drinking');\\n if (lacking > 0 && G.checkPolicy('disable aging') == 'off')//are we also out of muddy water?\\n {\\n changeHappiness(-lacking * 5, 'no water');\\n //die off\\n var toDie = (lacking / 5) * 0.05;\\n if (G.year < 1) toDie /= 5;//less deaths in the first year\\n var died = 0;\\n var weights = { 'baby': 0.1, 'child': 0.2, 'adult': 0.5, 'elder': 1, 'sick': 0.4, 'wounded': 0.3 };//the elderly are the first to starve off\\n var sum = 0; for (var i in weights) { sum += weights[i]; } for (var i in weights) { weights[i] /= sum; }//normalize\\n for (var i in weights) { var ratio = (G.getRes(i).amount / me.amount); weights[i] = ratio + (1 - ratio) * weights[i]; }\\n for (var i in weights) { var n = G.lose(i, randomFloor((Math.random() * 0.8 + 0.2) * toDie * weights[i]), 'dehydration'); died += n; }\\n G.gain('corpse', died, 'dehydration');\\n changeHappiness(-died * 20 * deathUnhappinessMult, 'dehydration');\\n G.getRes('died this year').amount += died;\\n if (died > 0) G.Message({ type: 'bad', mergeId: 'diedDehydration', textFunc: function (args) { return B(args.died) + ' ' + (args.died == 1 ? 'elf' : 'elves') + ' died from dehydration.'; }, args: { died: died }, icon: [5, 4, 'c2'] });\\n }\\n }\\n\\n //eat food\\n var toConsume = 0;\\n var consumeMult = 1;\\n var happinessAdd = 0;\\n if (G.has('culture of moderation')) { consumeMult *= 0.85; happinessAdd -= 0.1; }\\n else if (G.has('joy of eating')) { consumeMult *= 1.15; happinessAdd += 0.1; }\\n else if (G.has('unstable eating habits')) { consumeMult *= (G.year % 31 > 15 ? 1.07 : 0.93); happinessAdd += (G.year % 31 > 15 ? 0.06 : -0.04); }\\n else if (G.has('unstable consumption habits')) {\\n var n = G.year % 80;\\n if (n < 20) {\\n consumeMult *= 1.05; happinessAdd += 0.01;\\n }\\n if (n >= 20 && n < 40) {\\n consumeMult *= 0.95; happinessAdd -= 0.05;\\n } else if (n >= 40 && n < 60) consumeMult *= 1.025;\\n else consumeMult *= 0.975;\\n }//general fluid\\n var weights = { 'baby': 0.2, 'child': 0.5 * (G.has('child workforce') ? 1.1 : 1), 'adult': 1, 'elder': 1, 'sick': 0.75, 'wounded': 0.75 };\\n for (var i in weights) { toConsume += G.getRes(i).amount * weights[i]; }\\n var rations = G.checkPolicy('food rations');\\n switch (rations) {\\n case 'none': toConsume = 0; changeHappiness((-me.amount * 2) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); G.gain('health', -me.amount * 2, 'food rations'); break;\\n case 'meager': toConsume *= 0.5; changeHappiness(-me.amount * (G.has(\\"t7\\") ? 0.2 : 1) / (happinessLevel < 0 ? 1 : (2 + happinessLevel / 4)), 'food rations'); G.gain('health', -me.amount * 0.5, 'food rations'); break;\\n case 'sufficient':\\n toConsume *= 1;\\n if (Math.abs(happinessLevel) > 80)\\n changeHappiness(happinessLevel < 0 ? me.amount * 0.5 : -me.amount * 0.5, 'food rations'); break;\\n case 'plentiful': toConsume *= 1.5; changeHappiness((me.amount) / (happinessLevel < 0 ? 1 : (happinessLevel < 0 ? 1 : Math.pow(happinessLevel * 0.02, 0.4))), 'food rations'); break;\\n }\\n toConsume = randomFloor(toConsume * consumeMult);\\n var consumed = G.lose('food', toConsume, 'eating');\\n changeHappiness(G.lose('salt', randomFloor(consumed * 0.1), 'eating') * 5, 'salting food');//use salt\\n changeHappiness(consumed * happinessAdd * 0.5, 'food culture');\\n var lacking = toConsume - consumed;\\n if (rations == 'none') lacking = me.amount * 1;\\n\\n if (lacking > 0)//are we out of food?\\n {\\n //resort to spoiled food\\n if (rations != 'none' && G.checkPolicy('eat spoiled food') == 'on') lacking = lacking - G.lose('spoiled food', lacking, 'eating');\\n if (lacking > 0 && G.checkPolicy('disable aging') == 'off')//are we also out of spoiled food?\\n {\\n changeHappiness(-lacking * 5, 'no food');\\n //die off\\n var toDie = (lacking / 5) * 0.05;\\n if (G.year < 1) toDie /= 5;//less deaths in the first year\\n var died = 0;\\n var weights = { 'baby': 0.1, 'child': 0.2, 'adult': 0.5, 'elder': 1, 'sick': 0.4, 'wounded': 0.3 };//the elderly are the first to starve off\\n var sum = 0; for (var i in weights) { sum += weights[i]; } for (var i in weights) { weights[i] /= sum; }//normalize\\n for (var i in weights) { var ratio = (G.getRes(i).amount / me.amount); weights[i] = ratio + (1 - ratio) * weights[i]; }\\n for (var i in weights) { var n = G.lose(i, randomFloor((Math.random() * 0.8 + 0.2) * toDie * weights[i]), 'starvation'); died += n; }\\n G.gain('corpse', died, 'starvation');\\n changeHappiness(-died * 20 * deathUnhappinessMult, 'starvation');\\n G.getRes('died this year').amount += died;\\n if (died > 0) G.Message({ type: 'bad', mergeId: 'diedStarvation', textFunc: function (args) { return B(args.died) + ' ' + (args.died == 1 ? 'elf' : 'elves') + ' died from starvation.'; }, args: { died: died }, icon: [5, 4, 'c2'] });\\n }\\n }\\n }\\n\\n //clothing\\n var objects = { 'basic clothes': [0.1, 0.1], 'primitive clothes': [0.02, 0.03] };\\n var leftout = me.amount;\\n var prev = leftout;\\n var fulfilled = 0;\\n var happyDressModifier = 1;\\n var healthDressModifier = 1;\\n if (G.has('nudist culture')) { happyDressModifier *= (G.year % 31 > 25 ? 0.9 : 0.95); healthDressModifier *= (G.year % 31 > 25 ? 0.96 : 0.975) };\\n if (G.has('fluid dress code')) happyDressModifier *= (G.year % 31 > 15 ? 1.04 : 0.96);\\n for (var i in objects) {\\n fulfilled = Math.min(me.amount, Math.min(G.getRes(i).amount, leftout));\\n changeHappiness(fulfilled * objects[i][0] * happyDressModifier, 'clothing');\\n G.gain('health', fulfilled * objects[i][1] * healthDressModifier, 'clothing');\\n leftout -= fulfilled;\\n }\\n var dressLackModifierHap = 1;\\n if (G.has('nudist culture')) dressLackModifierHap *= 1.5;\\n if (G.has('strict dress code')) dressLackModifierHap *= 1.5;\\n if (G.has('fluid dress code')) heartModifier *= (G.year % 31 > 15 ? 1.25 : 0.75);\\n changeHappiness(-leftout * 0.15, 'no clothing');\\n G.gain('health', -leftout * 0.15, 'no clothing');\\n\\n //fire\\n var objects = { 'fire pit': [5, 0.1, 0.1] };\\n var leftout = me.amount;\\n var prev = leftout;\\n var fulfilled = 0;\\n var happyHeartModifier = 1;\\n var healthHeartModifier = 1;\\n if (G.has('cold heart')) { happyHeartModifier *= 0.9; healthHeartModifier *= (G.year % 31 > 25 ? 0.975 : 0.985) };\\n if (G.has('hot heart')) { happyHeartModifier *= 1.25 };\\n if (G.has('fluid heart')) happyHeartModifier *= (G.year % 31 > 15 ? 1.05 : 0.95);\\n for (var i in objects) {\\n fulfilled = Math.min(me.amount, Math.min(G.getRes(i).amount * objects[i][0], leftout));\\n changeHappiness(fulfilled * objects[i][1] * happyHeartModifier, 'warmth & light');\\n G.gain('health', fulfilled * objects[i][2] * healthHeartModifier, 'warmth & light');\\n leftout -= fulfilled;\\n }\\n var heartModifier = 1;\\n if (G.has('cold heart')) heartModifier *= 1.5;\\n if (G.has('hot heart')) heartModifier *= 0.5;\\n if (G.has('fluid heart')) heartModifier *= (G.year % 31 > 15 ? 1.2 : 0.75);\\n changeHappiness(-leftout * 0.1 / heartModifier, 'cold & darkness');\\n G.gain('health', -leftout * 0.1 / heartModifier, 'cold & darkness');\\n\\n //homelessness and pressure\\n var homeless = Math.max(0, (me.amount) - G.getRes('housing').amount);\\n if (G.has('sedentism') && me.amount > 13 && homeless > 0) {\\n if (tick % 20 == 0) G.Message({ type: 'bad', mergeId: 'homeless', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf is' : 'elves are') + ' homeless.
    Homelessness with more than 13 population leads to lower birth rates.'; }, args: { n: homeless }, replaceOnly: true, icon: [12, 4, 'c2'] });\\n }\\n if (me.amount > G.getRes('pressure resistance').amount) {\\n var pressure = Math.max(0, (me.amount) - G.getRes('pressure resistance').amount);\\n if (tick % 75 == 0) G.Message({ type: 'bad', text: 'You have more elves than you can protect against Pressure. That means you won\\\\'t be able to get any more elves above the Pressure resistance level! Increase the resistance level by completing some trials or achievements. Having more housing than pressure resistance level will NOT solve the problem.', icon: [2, 11, 'c2'] });\\n }\\n //age\\n if (G.checkPolicy('disable aging') == 'off') {\\n if (G.year >= 10)//no deaths of old age the first 10 years\\n {\\n var n = randomFloor(G.getRes('elder').amount * 0.00015);\\n G.gain('corpse', n, 'old age');\\n G.lose('elder', n, 'old age');\\n changeHappiness(-n * 5 * deathUnhappinessMult, 'death');\\n if (n > 0) G.Message({ type: 'bad', mergeId: 'diedAge', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' died of old age.'; }, args: { n: n }, icon: [13, 4, 'c2'] });\\n\\n G.getRes('died this year').amount += n;\\n }\\n if (G.year >= 5)//no aging adults the first 5 years\\n {\\n var n = randomFloor(G.getRes('adult').amount * 0.00014);\\n G.gain('elder', n, '-'); G.lose('adult', n, 'aging up');\\n }\\n var n = randomFloor(G.getRes('child').amount * 0.002); G.gain('adult', n, 'aging up'); G.lose('child', n, 'aging up');\\n var n = randomFloor(G.getRes('baby').amount * 0.005); G.gain('child', n, 'aging up'); G.lose('baby', n, 'aging up');\\n\\n //births\\n var parents = G.getRes('adult').amount + G.getRes('elder').amount;\\n if (parents >= 2)//can't make babies by yourself\\n {\\n var born = 0;\\n var birthRate = 1;\\n if (me.amount < 100) birthRate *= 3;//more births if low pop\\n if (me.amount < 10) birthRate *= 3;//even more births if very low pop\\n if (G.checkPolicy('fertility rituals') == 'on') birthRate *= 1.2;\\n if (G.checkPolicy('population control') == 'forbidden') birthRate *= 0;\\n else if (G.checkPolicy('population control') == 'limited') birthRate *= 0.5;\\n birthRate *= productionMult;\\n if ((homeless > 0 || pressure > 0) && me.amount > 13) birthRate *= 0.05;//harder to make babies if you have more than 15 elves and some of them are homeless\\n var n = randomFloor(G.getRes('adult').amount * 0.0003 * birthRate); G.gain('baby', n, 'birth'); changeHappiness(n * 10, 'birth'); born += n;\\n var n = randomFloor(G.getRes('elder').amount * 0.00003 * birthRate); G.gain('baby', n, 'birth'); changeHappiness(n * 10, 'birth'); born += n;\\n G.getRes('born this year').amount += born;\\n if (born > 0) G.Message({ type: 'good', mergeId: 'born', textFunc: function (args) { return B(args.born) + ' ' + (args.born == 1 ? 'baby has' : 'babies have') + ' been born.'; }, args: { born: born }, icon: [2, 3, 'c2'] });\\n }\\n\\n //health (diseases and wounds)\\n //note : when a sick or wounded person recovers, they turn into adults; this means you could get a community of old elves fall sick, then miraculously age back. life is a mystery\\n\\n //sickness\\n var toChange = 0.00003;\\n if (G.getRes('health').amount < 0) {\\n toChange *= (1 + Math.abs(G.getRes('health').amount / me.amount));\\n }\\n if (toChange > 0) {\\n if (G.year < 5) toChange *= 0.5;//less disease the first 5 years\\n if (me.amount <= 15) toChange *= 0.5;\\n if (G.checkPolicy('flower rituals') == 'on') toChange *= 0.8;\\n var changed = 0;\\n var weights = { 'baby': 2, 'child': 1.5, 'adult': 1, 'elder': 2 };\\n if (G.checkPolicy('child workforce') == 'on') weights['child'] *= 2;\\n if (G.checkPolicy('elder workforce') == 'on') weights['elder'] *= 2;\\n if (G.year < 5) weights['adult'] = 0;//adults don't fall sick the first 5 years\\n for (var i in weights) { var n = G.lose(i, randomFloor(Math.random() * G.getRes(i).amount * toChange * weights[i]), '-'); changed += n; }\\n G.gain('sick', changed, 'disease');\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'fellSick', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' fell sick.'; }, args: { n: changed }, icon: [6, 3, 'c2'] });\\n }\\n //sickness : death and recovery\\n var sickMortality = 0.005;\\n var changed = 0;\\n var n = G.lose('sick', randomFloor(Math.random() * G.getRes('sick').amount * sickMortality), 'disease'); G.gain('corpse', n, 'disease'); changed += n;\\n changeHappiness(-changed * 15 * deathUnhappinessMult, 'death');\\n G.getRes('died this year').amount += changed;\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'diedSick', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' died from disease.'; }, args: { n: changed }, icon: [5, 4, 'c2'] });\\n\\n var sickHealing = 0.01;\\n if (G.checkPolicy('flower rituals') == 'on') sickHealing *= 1.25;\\n var changed = 0;\\n var n = G.lose('sick', randomFloor(Math.random() * G.getRes('sick').amount * sickHealing), 'healing'); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n, '-'); changed += n;\\n changeHappiness(changed * 10, 'recovery');\\n if (G.getSetting('disease messages') || G.resets < 3)\\n if (changed > 0) G.Message({ type: 'good', mergeId: 'sickRecovered', textFunc: function (args) { return B(args.n) + ' sick ' + (args.n == 1 ? 'elf' : 'elves') + ' got better.'; }, args: { n: changed }, icon: [4, 3, 'c2'] });\\n\\n //wounds\\n var toChange = 0.00003;\\n if (toChange > 0) {\\n if (G.year < 5) toChange *= 0.5;//less wounds the first 5 years\\n if (me.amount <= 15) toChange *= 0.5;\\n var changed = 0;\\n var weights = { 'baby': 2, 'child': 1.5, 'adult': G.checkPolicy('elder workforce') == 'on' ? 1.3 : 1, 'elder': 2 };\\n if (G.checkPolicy('child workforce') == 'on') weights['child'] *= G.checkPolicy('elder workforce') == 'on' ? 4 : 3;\\n if (G.checkPolicy('elder workforce') == 'on') weights['elder'] *= 3;\\n if (G.year < 5) weights['adult'] = 0;//adults don't get wounded the first 5 years\\n for (var i in weights) { var n = G.lose(i, randomFloor(Math.random() * G.getRes(i).amount * toChange * weights[i]), '-'); changed += n; }\\n G.gain('wounded', changed, 'accident');\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'gotWounded', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' got wounded.'; }, args: { n: changed }, icon: [7, 3, 'c2'] });\\n }\\n //wounds : death and recovery\\n var woundMortality = 0.005;\\n var changed = 0;\\n var n = G.lose('wounded', randomFloor(Math.random() * G.getRes('wounded').amount * woundMortality), 'wounds'); G.gain('corpse', n, 'wounds'); changed += n;\\n changeHappiness(-changed * 15 * deathUnhappinessMult, 'death');\\n G.getRes('died this year').amount += changed;\\n if (G.getSetting('death messages') || G.resets < 3)\\n if (changed > 0) G.Message({ type: 'bad', mergeId: 'diedWounded', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' died from their wounds.'; }, args: { n: changed }, icon: [5, 4, 'c2'] });\\n\\n var sickHealing = 0.005;\\n var changed = 0;\\n var n = G.lose('wounded', randomFloor(Math.random() * G.getRes('wounded').amount * sickHealing), 'healing'); G.gain(G.checkPolicy('elder workforce') == 'on' ? 'elder' : 'adult', n, '-'); changed += n;\\n changeHappiness(changed * 10, 'recovery');\\n if (G.getSetting('disease messages') || G.resets < 3)\\n if (changed > 0) G.Message({ type: 'good', mergeId: 'woundedRecovered', textFunc: function (args) { return B(args.n) + ' ' + (args.n == 1 ? 'elf' : 'elves') + ' recovered from their wounds.'; }, args: { n: changed }, icon: [4, 3, 'c2'] });\\n }\\n }\\n else if (G.T > 0) { G.GameOver(); }\\n if (me.amount >= 1000 && G.achievByName['first overcome'].won == 0) {\\n G.achievByName['first overcome'].won = 1;\\n G.middleText('- Completed First overcome achievement -');\\n }\\n if (me.amount >= 10000 && G.achievByName['pressed progress'].won == 0) {\\n G.achievByName['pressed progress'].won = 1;\\n G.middleText('- Completed Pressed progress achievement -');\\n }\\n if (me.amount >= 25000 && G.achievByName['the moral press'].won == 0) {\\n G.achievByName['the moral press'].won = 1;\\n G.middleText('- Completed The moral press achievement -');\\n }\\n if (me.amount >= 85000 && G.achievByName['pressure vaccine'].won == 0) {\\n G.achievByName['pressure vaccine'].won = 1;\\n G.middleText('- Completed Pressure vaccine achievement -');\\n }\\n if (me.amount >= 175000 && G.achievByName['pressure wiper'].won == 0) {\\n G.achievByName['pressure wiper'].won = 1\\n G.middleText('- Completed Pressure wiper achievement -')\\n }\\n if (me.amount >= 300000 && G.achievByName['pressure purgator'].won == 0) {\\n G.achievByName['pressure purgator'].won = 1\\n G.middleText('- Completed Pressure purgator achievement -')\\n }\\n }","partOf":"false","subRes":["baby","child","adult","elder","sick","wounded"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"baby","displayName":"Baby","desc":"[baby,Babies] are born when you have 2 or more [adult]s left to their own devices.//Any 2 adults can have babies, even if they are working. [elder]s can also have babies, though much slower.//[happiness] affects how many babies your elves make.//Over time, babies will grow into [child,Children], although [baby,Babies] will consume 40% as much as them.","category":"demog","startWith":0,"icon":[2,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"child","displayName":"Child","desc":"[baby,Babies] grow into [child,Children] gradually.//After a while, they will grow up into [adult]s.//Children will eat and drink half as much as adults.//Children do not count as [worker]s, unless special measures are in place.","category":"demog","startWith":2,"icon":[3,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"adult","displayName":"Adult","desc":"[adult]s grow from [child,Children] over time.//They eventually age into [elder,Elders].//Generally, adults make up most of your [worker,workforce].","category":"demog","startWith":5,"icon":[4,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"elder","displayName":"Elder","desc":"[adult]s that grow old are [elder,Elders].//Elders may end up [corpse,dying] of old age.//Elders do not count as [worker]s, unless special measures are in place.","category":"demog","startWith":1,"icon":[5,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"sick","displayName":"Sick","desc":"[adult,Elves] can fall [sick,sick] when your [health] levels become too low. They do not [worker,work], but may be healed eventually.","category":"demog","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[6,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"wounded","displayName":"Wounded","desc":"[adult,Elves] may get [wounded,wounded] due to work injuries. They do not [worker,work], but may slowly improve.","category":"demog","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[7,3,"c2"],"meta":false,"partOf":"population","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"corpse","displayName":"Corpse","desc":"[corpse,Corpses] are the remains of [population,elves] that died, whether from old age, accident, disease, starvation or war.//Corpses left in the open air tend to spread diseases and make elves unhappy, which gets even worse as superstitions develop. To mitigate this, you need to create a [burial spot] for each corpse.","startWith":0,"colorGood":"#f44","colorBad":"lime","icon":[8,3,"c2"],"meta":false,"tick":"function (me, tick) {\\n var graves = G.getRes('burial spot');\\n if (G.getRes('population').amount > 0) {\\n if (!G.has('belief in the beforelife')) {\\n if (G.has('ritual necrophagy'))//butcher 3% of corpses every day, you weirdo\\n {\\n var changed = 0;\\n var n = G.lose('corpse', randomFloor(G.getRes('corpse').amount * 0.03), 'necrophagy'); G.gain('meat', n * 30, 'necrophagy'); G.gain('bone', n * 5, 'necrophagy'); changed += n;\\n if (n > 0) {\\n G.pseudoGather(G.getRes('faith'), changed);\\n G.gain('health', -changed * 0.1, 'necrophagy');\\n }\\n }\\n if (G.has('art of death'))//use 1% of corpses every day for art purposes\\n {\\n AoD();\\n }\\n }\\n if (me.amount > 0) {\\n //bury slowly\\n if (graves.amount > graves.used) {\\n var amount = Math.min(graves.amount - graves.used, Math.max(1, randomFloor(me.amount * 0.1)));\\n graves.used += amount; G.lose('corpse', amount, 'burial');\\n changeHappiness(amount * 2, 'burial');\\n }\\n }\\n }\\n if (graves.amount < graves.used) {\\n //more occupied burial spots than total burial spots? this means we've been deleting burial spot that was already containing corpses; exhume those suckers\\n var toExhume = randomFloor((graves.used - graves.amount) * 0.1);\\n graves.used -= toExhume;\\n G.gain('corpse', toExhume, 'not enough burial spots');\\n changeHappiness(-toExhume * 2, 'not enough burial spots');//this fixes a funny little thing where you can kinda cheese happiness by rapidly getting and removing burial spots (which are free)\\n }\\n\\n //Normally\\n if (G.day % 30 == 0) {\\n var toSpoil = me.amount * 0.0045;\\n var spent = G.lose('corpse', randomFloor(toSpoil), 'decay');\\n }\\n\\n var unhappiness = 0.01;\\n if (G.has('burial')) unhappiness *= 1.5;\\n if (G.has('belief in revenants')) unhappiness *= 2 * (G.has('bII(normal)') ? 0.95 : 1);\\n changeHappiness(-me.amount * unhappiness, 'corpses');\\n G.gain('health', -me.amount * 0.02, 'corpses');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"burial spot","displayName":"Burial spot","desc":"Each [burial spot] has enough room for one [corpse], letting you prevent the spread of disease and unhappiness.//Your elves will slowly bury [corpse]s if there are enough [burial spot]s.//The number on the left is how many burial spots are occupied, while the number on the right is how many you have in total.","startWith":0,"icon":[13,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"housing","displayName":"Housing","desc":"Each [housing,Housing spot] accommodates one [population,Elf].//Beyond the 15 elves a basic nomad tribe can support, your population will only grow if you have unoccupied [housing].//Homelessness (having less housing than population) will lead to unhappiness and disease.//The number on the left is how much housing is occupied, while the number on the right is how much housing room you have in total.","startWith":0,"icon":[12,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"land","displayName":"Land","desc":"Each tile of territory you own grants you some [land] (100 per fully-explored non-ocean tile normally) upon which you can construct buildings. If for some reason you find yourself with less land than your buildings are using, some of them will start to slowly crumble away.//The number on the left is how much land is occupied, while the number on the right is how much land you have in total.","startWith":0,"icon":[14,4,"c2"],"meta":false,"tick":"function (me) {\\n if (me.amount > G.achievByName['mostElvesLand'].won) G.achievByName['mostElvesLand'].won = me.amount;\\n me.amount = Math.ceil(G.currentMap.territoryByOwner[1] * 100);\\n\\n //me.amount=G.tiles;\\n //TODO : this stuff\\n /*\\n concept :\\n -each tile owned can be explored to 100%\\n -you get one land per explored percent per tile\\n -some techs also add a +10 etc bonus to the max of 100 land per full tile\\n -we need to setup a system to recalculate this when appropriate\\n */\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"wtr","displayName":"Water","desc":"Every tile of ocean you own grants you some [wtr] (100 for every fully explored ocean tile normally) upon which you...cannot construct a lot. //You can only use 10% of the water in the whole world! If, for some reason, you find yourself with less available water than your buildings are using, some of them will start to slowly crumble away.<>The number on the left is how much water is occupied, the number on the middle is how much [wtr] you can use, while the number on the right is how much explored water you have in total.","startWith":0,"icon":[15,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"worker","displayName":"Worker","desc":"Your [worker,Workforce] is the part of your [population] that is ready to work.//The number on the left is how many are currently being employed, while the number on the right is your total amount of workers.","category":"demog","startWith":0,"icon":[1,3,"c2"],"meta":false,"tick":"function (me, tick) {\\n me.amount = G.getRes('adult').amount;\\n if (G.checkPolicy('elder workforce') == 'on') me.amount += G.getRes('elder').amount;\\n if (G.checkPolicy('child workforce') == 'on') me.amount += G.getRes('child').amount;\\n if (me.used > me.amount) {\\n //TODO maybe ?\\n //select all units that require workers\\n //pick some at random until we have enough elves to reach the difference between workers and workers needed\\n //kill them if the unit has no gizmos, otherwise reduce the unit's percent by 1 rank\\n //maybe this could be generalized to work will all requirements\\n //or not ? some requirements have unique conditions, such as : 10 factories running at 50% only use half the workers and tools, but still need 10 land\\n //maybe this could just be a flag on land, reqIgnoresPercent=true\\n //but then how do we deal with the situation where we have less land available than land used (like after a war where we lost tiles) ? the desired behavior would be that buildings slowly die off until we're under the threshold\\n //maybe just implement a \\"onReqFail\\" function that overrides the default behavior\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"happiness","displayName":"Happiness","desc":"[happiness] describes the global level of well-being of your [population].//Happy elves work even harder, while unhappy elves tend to slack off; at +100% happiness, most of your workers will work twice as fast, while at -100% happiness, they will work twice as slow. This goes on up to +200% and -200%.//Several things improve happiness, such as good [food], entertainment, or luxury items; things that bring down [happiness] are spoiled food, starvation, disease, death and harsh policies.//Happiness and unhappiness both tend to level off over time, or reach one of the limits.","startWith":0,"colorGood":"lime","colorBad":"green","icon":[3,4,"c2"],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n if (tick % 99 == 44) {\\n if (G.getRes('happiness').amount <= -355 * G.getRes('population').amount) me.amount = -355 * G.getRes('population').amount; //balance change\\n if (G.getRes('happiness').amount >= 355 * G.getRes('population').amount) me.amount = 355 * G.getRes('population').amount;\\n }\\n if (G.getRes('population').amount > 0 && tick % 2 == 0) {\\n me.amount *= 0.99;\\n }\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [5, 4, 'c2'];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [4, 4, 'c2'];\\n else if (amount >= 50) return [3, 4, 'c2'];\\n else if (amount >= -50) return [2, 4, 'c2'];\\n else if (amount >= -100) return [1, 4, 'c2'];\\n else return [0, 4, 'c2'];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"health","displayName":"Health","desc":"[health] represents the average physical condition of your [population].//Lower health tends to make elves [sick] and unhappy, while higher health will make elves happier.//Health can be affected by a number of things: eating raw or spoiled [spoiled food], drinking [muddy water], poor living conditions, and ongoing plagues.","startWith":0,"colorGood":"lime","colorBad":"#f44","icon":[3,5,"c2"],"fractional":true,"meta":false,"tick":"function (me, tick) {\\n if (G.getRes('population').amount > 0 && tick % 2 == 0) {\\n if (tick % 99 == 44) {\\n if (G.getRes('health').amount <= -300 * G.getRes('population').amount) me.amount = -300 * G.getRes('population').amount; //balance change\\n if (G.getRes('health').amount >= 300 * G.getRes('population').amount) me.amount = 300 * G.getRes('population').amount;\\n }\\n //note : this is \\"soft\\" sickness; it affects the chance of elves falling sick\\n //G.getRes('happiness').amount+=(me.amount-G.getRes('happiness').amount)*0.01;\\n changeHappiness(me.amount * 0.001, 'health');\\n\\n var sickness = 0.1;\\n sickness += Math.pow(Math.max(0, G.getRes('population').amount - 50), 0.1) * 0.1;//more elves means more contagion\\n G.gain('health', -G.getRes('population').amount * (Math.random() * sickness), 'disease');//elves randomly get sick\\n var recovery = 0.98;\\n me.amount *= recovery;//elves recover over time\\n }\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount <= 0) return [5, 5, 'c2'];\\n else {\\n var amount = me.amount / G.getRes('population').amount;\\n if (amount >= 100) return [4, 5, 'c2'];\\n else if (amount >= 50) return [3, 5, 'c2'];\\n else if (amount >= -50) return [2, 5, 'c2'];\\n else if (amount >= -100) return [1, 5, 'c2'];\\n else return [0, 5, 'c2'];\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"food storage","displayName":"Food storage","desc":"Each [food storage] unit slows down decay for one [food] unit.//The number on the left is how much food storage is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[12,5,"c2"],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('basket').amount * 10;\\n amount += G.getRes('pot').amount * 25;\\n amount += G.getRes('ice').amount;\\n amount += G.getRes('added food storage').amount;\\n me.amount = amount;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"added food storage","displayName":"Added food storage","hidden":true,"startWith":0,"icon":[12,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"material storage","displayName":"Material storage","desc":"Each [material storage] unit lowers the rate of decay or theft for one unit of your materials.//The number on the left is how much material storage is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[14,5,"c2"],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('added material storage').amount;\\n me.amount = amount;\\n\\n var materials = 0;\\n for (var i in G.props['perishable materials list']) {\\n var mat = G.props['perishable materials list'][i];\\n materials += mat.amount;\\n }\\n me.used = materials;\\n\\n if (materials > 0) {\\n var stored = Math.min(materials, amount) / materials;\\n var notStored = 1 - stored;\\n\\n for (var i in G.props['perishable materials list']) {\\n var mat = G.props['perishable materials list'][i];\\n\\n var toSpoil = mat.amount * 0.002 * notStored + mat.amount * 0.0001 * stored;\\n var spent = G.lose(mat.name, randomFloor(toSpoil), 'decay');\\n }\\n }\\n\\n G.props['perishable materials list'] = [];\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"added material storage","displayName":"Added material storage","hidden":true,"startWith":0,"icon":[14,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"water","displayName":"Water","desc":"[water] is required to keep your [population,elves] hydrated, at the rate of half a unit per elf every 3 ticks (although babies and children drink less).//Without water, elves will resort to drinking [muddy water], which is unhealthy; if that runs out too, your elves will simply die off.//Most terrains have some fresh water available for gathering, such as ponds, streams and rain, but drier locations may have to rely on well digging.//Water turns into [muddy water] over time, if your water storage is insufficient.","startWith":200,"icon":[7,6,"c2"],"turnToByContext":{"drinking":{"health":0.01,"happiness":0}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.02;\\n var spent = G.lose('water', randomFloor(toSpoil), 'decay');\\n G.gain('muddy water', randomFloor(spent), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"muddy water","displayName":"Muddy water","desc":"[muddy water] tastes awful and is unhealthy, but is better than dying of thirst. Your elves will default to drinking it in the absence of fresh [water].//It can be collected while gathering from stagnant pools or old rainwater. In addition, [water] also turns into [muddy water] over time. [muddy water] itself will slowly dry out.","startWith":0,"icon":[8,6,"c2"],"turnToByContext":{"drinking":{"health":-0.03,"happiness":-0.05}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose('muddy water', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"food","displayName":"Food","desc":"[food] is consumed by your [population,elves] when they get hungry, at the rate of 1 unit per elf every 3 ticks (although babies and children eat less).//Some types of food are tastier or healthier than others.//Note that some food types may or may not be eaten depending on policies in place.//Food will slowly decay into [spoiled food] if you lack proper food storage.","startWith":0,"icon":[3,6,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (me.amount > 0 && G.checkPolicy('disable spoiling') == 'off') {\\n var stored = Math.min(me.amount, G.getRes('food storage').amount) / me.amount;\\n var notStored = 1 - stored;\\n var ice = 1 - ((2 * i) * 0.01);\\n if (G.has('Ice')) var toSpoil = me.amount * 0.01 * notStored + me.amount * 0.0005 * stored * ice;\\n else var toSpoil = me.amount * 0.01 * notStored + me.amount * 0.0005 * stored;\\n\\n\\n var spent = G.lose('food', randomFloor(toSpoil), 'decay');\\n //G.gain('spoiled food',randomFloor(spent));\\n }\\n }","partOf":"false","subRes":["herb","fruit","vegetable","meat","cooked meat","cured meat","seafood","cooked seafood","cured seafood","bread"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"spoiled food","displayName":"Spoiled food","desc":"[spoiled food] is eaten when no other [food] is available, in a last-ditch effort to fend off starvation.//Spoiled food is terribly unhealthy and tastes just as bad. Over time, it will decay even further into inedibility.","startWith":0,"icon":[3,7,"c2"],"turnToByContext":{"eating":{"health":-0.3,"happiness":-0.5}},"meta":false,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n var toSpoil = me.amount * 0.001;\\n var spent = G.lose('spoiled food', randomFloor(toSpoil), 'decay');\\n }\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"herb","displayName":"Herb","desc":"[herb,Herbs] are various plants, roots, and mushrooms that can be collected by simply foraging around. While relatively healthy to eat, they tend to taste unpleasant.","category":"food","startWith":175,"icon":[4,6,"c2"],"turnToByContext":{"eating":{"health":0.005,"happiness":-0.03},"decay":{"herb":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"fruit","displayName":"Fruit","desc":"[fruit,Fruits], whether gathered from berry bushes or fruit trees, are both sweet-tasting and good for you.","category":"food","startWith":25,"icon":[4,7,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.01},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"vegetable","displayName":"Vegetable","desc":"[vegetable,Vegetables], whether gathered from bushes or any gardens, are both healthy and quite good for you.","category":"food","startWith":0,"icon":[13,6,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.01},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"meat","displayName":"Meat","desc":"[meat,Raw meat] is gathered from dead animals and, while fairly tasty, can harbor a variety of diseases.","category":"food","startWith":0,"icon":[5,7,"c2"],"turnToByContext":{"eating":{"health":-0.03,"happiness":0.02,"bone":0.1},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"cooked meat","displayName":"Cooked meat","desc":"Eating [cooked meat] is deeply satisfying and may even produce a [bone].","category":"food","startWith":0,"icon":[6,7,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.04,"bone":0.1},"decay":{"cooked meat":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"cured meat","displayName":"Cured meat","desc":"[cured meat] is interestingly tough and can keep for months without spoiling. It also provides a curious flavor and is even better than [cooked meat]!","category":"food","startWith":0,"icon":[11,6,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.05,"bone":0.1},"decay":{"cured meat":0.95,"spoiled food":0.05}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"seafood","displayName":"Seafood","desc":"[seafood,Raw seafood] such as fish, clams, and shrimps aren't exactly the best for the body but have a little bit of mild flavor.","category":"food","startWith":0,"icon":[5,6,"c2"],"turnToByContext":{"eating":{"health":-0.02,"happiness":0.01,"bone":0.02},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"cooked seafood","displayName":"Cooked seafood","desc":"[cooked seafood] tastes absolutely stunning and has various [health] benefits.","category":"food","startWith":0,"icon":[6,6,"c2"],"turnToByContext":{"eating":{"health":0.03,"happiness":0.03,"bone":0.02},"decay":{"cooked seafood":0.2,"spoiled food":0.8}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"cured seafood","displayName":"Cured seafood","desc":"[cured seafood] has a nice smoky flavor and lasts incredibly long, making your elves even happier!","category":"food","startWith":0,"icon":[12,6,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.04,"bone":0.02},"decay":{"cured seafood":0.95,"spoiled food":0.05}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"bread","displayName":"Bread","desc":"[bread] is filling, nutritious, and usually not unpleasant to eat; for these reasons, it is often adopted as staple food by those who can produce it in large amounts.","category":"food","startWith":0,"icon":[7,7,"c2"],"turnToByContext":{"eating":{"health":0.02,"happiness":0.02},"decay":{"spoiled food":1}},"meta":false,"partOf":"food","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"bugs","displayName":"Bugs","desc":"Worms, insects, spiders, and other creatures belong here. They are easily caught, but are usually not considered proper [food].","category":"food","startWith":0,"icon":[12,19,"c2"],"turnToByContext":{"eating":{"health":0,"happiness":-0.05},"decay":{"spoiled food":0.5}},"meta":false,"tick":"function (me, tick) {\\n var toLose = me.amount * 0.003;//bugs don't like to stick around\\n var spent = G.lose(me.name, randomFloor(toLose), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"misc materials","displayName":"Misc materials","hidden":true,"startWith":0,"icon":[0,0],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["clay","sand","olivnum ore","berrylium ore","iron ore","greenold ore","tin ore","gems","coal","soft metal ingot","hard metal ingot","strong metal ingot","precious metal ingot","bone","hide","leather","statuette","salt","ice","flowers","dyes","clay statuette"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"archaic building materials","displayName":"Archaic building materials","desc":"Materials such as a [stick] and a [stone] are used to build rudimentary structures.","startWith":0,"icon":[2,7,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["stone","stick","limestone","mire"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"stone","displayName":"Stone","desc":"Just a simple rock. Found regularly when foraging, and even more commonly when digging, mining or quarrying.","category":"build","startWith":0,"icon":[2,6,"c2"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"stick","displayName":"Stick","desc":"A short but sturdy branch. Obtained when foraging or when chopping a tree.","category":"build","startWith":0,"icon":[0,6,"c2"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"limestone","displayName":"Limestone","desc":"A fairly soft mineral. Can be foraged from some places, but is more commonly extracted while mining or quarrying.","category":"build","startWith":0,"icon":[6,8,"c2"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"mire","displayName":"Mire","desc":"Dirt saturated with water that is found often when foraging or digging.","category":"build","startWith":0,"icon":[0,7,"c2"],"meta":false,"partOf":"archaic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"basic building materials","displayName":"Basic building materials","desc":"Processed materials such as [cut stone,Stone blocks], [brick]s and [lumber], used to build basic structures belong here.","startWith":0,"icon":[2,8,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["cut stone","log","shroom stem","lumber","brick"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"cut stone","displayName":"Cut stone","desc":"[stone]s carved into blocks for easier hauling and building.","category":"build","startWith":0,"icon":[0,8,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"log","displayName":"Log","desc":"Chopped wood that can be directly used in construction, but can also be processed into [lumber].","category":"build","startWith":0,"icon":[1,6,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"shroom stem","displayName":"Shroom stem","desc":"Chopped [shroom stem]s can be used as a building material, but cannot be processed into goods like [lumber] and may not be burned for [coal]. Quite a strange material indeed!","category":"build","startWith":0,"icon":[0,10,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"lumber","displayName":"Lumber","desc":"[log]s that have been processed into planks, making them a rather adaptable and resilient building material.","category":"build","startWith":0,"icon":[1,8,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"clay","displayName":"Clay","desc":"Found by digging in damp soil; can be baked into [brick]s.","category":"build","startWith":0,"icon":[1,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"brick","displayName":"Brick","desc":"Made from fired [clay] and can be used to construct solid walls efficiently.","category":"build","startWith":0,"icon":[3,8,"c2"],"meta":false,"partOf":"basic building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"advanced building materials","displayName":"Advanced building materials","desc":"Building materials such as [concrete] and [glass] are often used to build advanced structures.","startWith":0,"icon":[3,9,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["glass","concrete"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"sand","displayName":"Sand","desc":"Easily harvested from deserts and beaches and can be processed into [glass].","category":"build","startWith":0,"icon":[4,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"glass","displayName":"Glass","desc":"Obtained by melting [sand]; can be used to construct windows, which are part of most advanced buildings.","category":"build","startWith":0,"icon":[4,8,"c2"],"meta":false,"partOf":"advanced building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"concrete","displayName":"Concrete","desc":"An exceptionally sturdy construction material, made by mixing [limestone] with [water] and letting it set.","category":"build","startWith":0,"icon":[5,8,"c2"],"meta":false,"partOf":"advanced building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"precious building materials","displayName":"Precious building materials","desc":"Building materials such as [fazble], used to build monuments.","startWith":0,"icon":[16,8,"c2"],"meta":true,"tick":"function (me, tick) {\\n if (G.checkPolicy('disable spoiling') == 'off') {\\n G.props['perishable materials list'].push(me);\\n }\\n }","partOf":"false","subRes":["fazble","greenold block","gem block"],"type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"fazble","displayName":"Fazble","desc":"A construction material prized for its decorative properties. It can also be employed in sculptures.","category":"build","startWith":0,"icon":[7,8,"c2"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"greenold block","displayName":"Greenold block","desc":"A valuable, if unreliable construction material.","category":"build","startWith":0,"icon":[14,8,"c2"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"gem block","displayName":"Gem block","desc":"A precious building material used only for the finest monuments. Quite nice to look at too.","category":"build","startWith":0,"icon":[17,8,"c2"],"meta":false,"partOf":"precious building materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"olivnum ore","displayName":"Olivnum ore","desc":"Ore that can be processed into [soft metal ingot]s. This ore is like a sort of copper...but it is less durable.","category":"build","startWith":0,"icon":[9,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"berrylium ore","displayName":"Berrylium ore","desc":"Ore that can be processed into [soft metal ingot]s. However, this ore is very fragile, so to make a solid ingot you need way more of this ore. It is said that this ore smells like fresh berries, but sadly these are not edible at all and is as dangerous as consuming lead.","category":"build","startWith":0,"icon":[13,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"iron ore","displayName":"Iron ore","desc":"Ore that can be processed into [hard metal ingot]s.","category":"build","startWith":0,"icon":[10,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"greenold ore","displayName":"Greenold ore","desc":"Ore that can be processed into [precious metal ingot]s. For elves, it looks like uranium but is green and has some properties of gold.","category":"build","startWith":0,"icon":[11,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"tin ore","displayName":"Tin ore","desc":"Ore that can be processed into [soft metal ingot]s.","category":"build","startWith":0,"icon":[13,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"gems","displayName":"Gems","desc":"Shiny, valuable minerals from deep under the earth.","category":"build","startWith":0,"icon":[7,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"coal","displayName":"Coal","desc":"Extracted from mines, coal provides a good source of energy and can be used in alloying.","category":"build","startWith":0,"icon":[12,8,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"soft metal ingot","displayName":"Soft metal ingot","desc":"Soft, malleable metal that can be used to make basic [metal tools].//Includes tin, berrylium, and olivnum.","category":"build","startWith":0,"icon":[9,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65},{"name":"hard metal ingot","displayName":"Hard metal ingot","desc":"Tough, durable metal that can be used to craft [metal tools] and weapons.//Includes iron and bronze.","category":"build","startWith":0,"icon":[10,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":66},{"name":"strong metal ingot","displayName":"Strong metal ingot","desc":"Solid metal possessing high tensile strength.//Includes steel.","category":"build","startWith":0,"icon":[12,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":67},{"name":"precious metal ingot","displayName":"Precious metal ingot","desc":"Metal with little industrial usefulness but imbued with valuable aesthetics.//Includes [greenold ore,Greenold].","category":"build","startWith":0,"icon":[11,9,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":68},{"name":"knapped tools","displayName":"Knapped tools","desc":"Rudimentary tools made by hitting [stone]s, usually flint, until their edges are sharp enough.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[0,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":69},{"name":"stone tools","displayName":"Stone tools","desc":"Simple tools made of [stone]s and [stick]s for a variety of purposes - hammering, cutting, piercing, crushing.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[1,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":70},{"name":"metal tools","displayName":"Metal tools","desc":"Solid, durable tools made of metal and wood.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[2,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":71},{"name":"stone weapons","displayName":"Stone weapons","desc":"Simple weapons made of [stone]s and [stick]s.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[5,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":72},{"name":"bow","displayName":"Bow","desc":"A weapon made of [stick,Wood] that fires [stone]-tipped arrows at a distance.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[6,9,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":73},{"name":"primitive clothes","displayName":"Primitive clothes","desc":"Made out of rudimentary materials such as [hide]s or [herb]s.//Each [population,Elf] wearing clothing is slightly happier and healthier.//Your elves automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[15,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":74},{"name":"basic clothes","displayName":"Basic clothes","desc":"Sewn together from [leather] or textile fiber.//Each [population,Elf] wearing clothing is slightly happier and healthier.//Your elves automatically wear the highest-quality clothing available, moving on to the next type if there isn't enough.","category":"gear","startWith":0,"icon":[16,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.002;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":75},{"name":"bone","displayName":"Bone","desc":"Obtained from the corpse of an animal, or discarded from eating flesh.","category":"build","startWith":0,"icon":[8,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":76},{"name":"hide","displayName":"Hide","desc":"A pelt obtained by slicing the skin off a dead animal.","category":"build","startWith":0,"icon":[9,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":77},{"name":"leather","displayName":"Leather","desc":"[hide] that has been cured and worked to make it strong and durable for a variety of uses.","category":"build","startWith":0,"icon":[10,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":78},{"name":"statuette","displayName":"Statuette","desc":"A small carved statue that was rudimentarily carved from [stone] or [bone].//May be used up over time, creating [gentility].","category":"misc","startWith":0,"icon":[8,9,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('gentility'), randomFloor(spent));\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":79},{"name":"salt","displayName":"Salt","desc":"Gives flavor to [food], rendering it more enjoyable to eat; may also be used to preserve food and make it last longer.","category":"misc","startWith":0,"icon":[11,7,"c2"],"meta":false,"partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":80},{"name":"ice","displayName":"Ice","desc":"Can be used to preserve 1 piece of [food] longer.//Will melt into [water] eventually.","category":"misc","startWith":0,"icon":[12,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.gain('water', randomFloor(spent * 10), 'ice melting');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":81},{"name":"basket","displayName":"Basket","desc":"Each basket stores 10 [food].//Will decay over time.","category":"misc","startWith":0,"icon":[14,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":82},{"name":"pot","displayName":"Pot","desc":"Each pot stores 25 [food].//Will decay slowly over time.","category":"misc","startWith":0,"icon":[13,5,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0005;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":83},{"name":"fire pit","displayName":"Fire pit","desc":"Keeps your tribe warm; each fire reduces illness for 5 elves.//Used by some types of crafting.//Will burn out over time.","category":"misc","startWith":0,"icon":[13,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":84},{"name":"discernment","displayName":"Discernment","desc":"[discernment] represents your elves's ideas and random sparks of intuition.//It is limited by your [wisdom]; the closer to the limit, the slower it is to produce more.//Many technologies require this to be researched.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[8,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":85},{"name":"wisdom","displayName":"Wisdom","hidden":true,"category":"main","startWith":0,"icon":[8,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":86},{"name":"creativity","displayName":"Creativity","desc":"[creativity] represents your elves's smartiness.//It is limited by your [quick-wittinity]; the closer to the limit, the slower it is to produce more.//Most technologies require [creativity] to be 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researched.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[6,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":89},{"name":"education","displayName":"Education","hidden":true,"category":"main","startWith":0,"icon":[6,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":90},{"name":"gentility","displayName":"Gentility","desc":"[gentility] is produced when your elves create beautiful and thought-provoking things.//It is limited by your [inspiration]; the closer to the limit, the slower it is to produce more.//[gentility] is used to develop cultural traits.","category":"main","startWith":0,"colorGood":"#d4af37","icon":[10,4,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":91},{"name":"inspiration","displayName":"Inspiration","hidden":true,"category":"main","startWith":0,"icon":[10,5,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":92},{"name":"faith","displayName":"Faith","desc":"[faith] derives from all things divine, from meditation to sacrifices.//It is limited by your [spirituality]; the closer to the limit, the slower it is to produce more.//Some cultural traits and technologies depend on 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However, you can resist pressure. Pressure mechanics work similarily to [housing] but can only be increased by completing trials in both the human and elf civilizations.//You won't be able to have any more [population,elves] even if you will have more [housing] than [pressure resistance]. //Your current [pressure resistance,Resistance] level is , allowing you to have that many [population,elves] in your tribe. Complete some trials and achievements for [Victory point]s to increase the limit. You can also use special technologies to help out.","startWith":500,"icon":[0,11,"c2"],"meta":false,"tick":"function (me, tick) {\\n if (G.resets > 0) me.amount = (9000 + G.getRes(\\"extra pressure\\").amount) * (1 + (G.getRes(\\"victory point\\").amount * 0.05));\\n else me.amount = 500;\\n me.used = G.getRes('population').amount;\\n if (me.used > 400) hidden = false;\\n }","getDisplayAmount":"function (me) {\\n var amount = G.getRes('pressure resistance').amount;\\n if (G.getRes('population').amount == 0) return '-/-';\\n else if (G.getRes('pressure resistance').used / G.getRes('pressure resistance').amount > 0.9) return '' + B(G.getRes('pressure resistance').used) + '/' + B(amount) + '';\\n else if (G.getRes('pressure resistance').used / G.getRes('pressure resistance').amount <= 0.9 && G.getRes('pressure resistance').used / G.getRes('pressure resistance').amount > 0.5) return '' + B(G.getRes('pressure resistance').used) + '/' + B(amount) + '';\\n else return '' + B(G.getRes('pressure resistance').used) + '/' + B(amount) + '';\\n }","getIcon":"function (me) {\\n if (G.getRes('population').amount == 0) return [1, 11, 'c2'];\\n else return [0, 11, 'c2'];\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":98},{"name":"extra pressure","displayName":"Extra pressure","startWith":0,"icon":[0,0],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":99},{"name":"flowers","displayName":"Flowers","desc":"Flowers gathered by a [florist] can be used in healing, and can also be used to make various [dyes].","category":"misc","startWith":0,"icon":[18,7,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.02;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":100},{"name":"dyes","displayName":"Dyes","desc":"Can be used for various things. Mostly used by painters or to add up some colour to something.","category":"misc","startWith":0,"icon":[1,10,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.01;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":101},{"name":"arrow","displayName":"Arrow","desc":"A piece of ammo for ranged [bow]s. //Required to keep units that use this stuff working properly.","category":"gear","startWith":0,"icon":[19,7,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":102},{"name":"wandererW","displayName":"WandererW","hidden":true,"startWith":0,"icon":[2,2,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":103},{"name":"scoutW","displayName":"ScoutW","hidden":true,"startWith":0,"icon":[24,3,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":104},{"name":"druid","displayName":"Druid","hidden":true,"startWith":0,"icon":[28,2,"c2"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":105},{"name":"painting","displayName":"Painting","desc":"Made by [painter]s. Your [population,elves] are proud to see it. Provides [gentility] upon decay.","category":"misc","startWith":0,"icon":[2,10,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('gentility'), randomFloor(spent * 2));\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":106},{"name":"relic","displayName":"Relic","desc":"[relic]s can be found underground and analyzed by [archaeologist]s. These are leftovers of civilizations you ruled in previous ascensions or previous generations in current one. Each [relic] has its own rarity, and any [relic] with a rarity above or equal to Rare will be counted here. Just note that they slowly decay and are mainly used for providing various essentials.","startWith":0,"icon":[3,10,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.0001;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":107},{"name":"heating capability","displayName":"Heating capability","hidden":true,"desc":"Each [heating capability] unit allows to keep moderate temperature for one unit.//The number on the left is how much heating capability is occupied, while the number on the right is how much you have in total.","startWith":0,"icon":[15,5,"c2"],"meta":false,"tick":"function (me, tick) {\\n var amount = 0;\\n amount += G.getRes('fire pit').amount * 5;\\n me.amount = amount;\\n if (me.amount > 0) me.hidden = false;\\n }","partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":108},{"name":"clay statuette","displayName":"Clay statuette","desc":"A small carved statue that was rudimentarily carved from [clay] and hardened by using [fire pit,Fire].//May be used up over time, creating [gentility].","category":"misc","startWith":0,"icon":[16,9,"c2"],"meta":false,"tick":"function (me, tick) {\\n var toSpoil = me.amount * 0.03;\\n var spent = G.lose(me.name, randomFloor(toSpoil), 'decay');\\n G.pseudoGather(G.getRes('gentility'), randomFloor(spent) / 2);\\n }","partOf":"misc materials","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":109},{"name":"metal weapons","displayName":"Metal weapons","desc":"Solid, durable weapons made of metal and wood. One of many parts of soldiers equipment.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[15,11,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":110},{"name":"armor set","displayName":"Armor set","desc":"A solid, durable [armor set] made for soldiers can protect against common threats like ambushes.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[16,11,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":111},{"name":"wand","displayName":"Wand","desc":"Wands are basis of wizardry, and of course are used by wizards. Without it, most spells cannot be casted.//The number on the left is how many are in use, while the number on the right is how many you have in total.","category":"gear","startWith":0,"icon":[6,4,"magixmod"],"meta":false,"partOf":"false","type":"res","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":112}],"units":[{"name":"gatherer","displayName":"Gatherer","desc":"@forages for basic [food], [water] and [archaic building materials,Various interesting things]<>A vital part of an early tribe, [gatherer]s venture in the wilderness to gather food, wood, and other things of note.","icon":[0,2,"c2"],"startWith":4,"cost":{},"type":"unit","use":{"worker":1},"req":{"tribalism":true},"category":"production","limitPer":{},"upkeep":{},"effects":[{"type":"gather","context":"gather","amount":1.75,"max":3.5},{"type":"gather","context":"hunt","amount":0.1,"max":0.2,"chance":0.1,"req":{"carcass-looting":true}},{"type":"gather","context":"gather","what":{"water":1,"muddy water":1},"amount":1,"max":3},{"type":"gather","context":"gather","what":{"herb":0.1},"amount":1,"max":1,"req":{"herbalism":true}},{"type":"gather","context":"gather","what":{"herb":0.45,"fruit":0.45},"amount":1,"max":1,"req":{"plant lore":true}},{"type":"gather","context":"gather","what":{"stick":0.035},"req":{"gtt1":true}},{"type":"gather","context":"gather","what":{"water":0.035},"req":{"gtt2":true}},{"type":"explore","explored":0.0065,"unexplored":0,"req":{"creative foraging":"on"},"chance":0.2},{"type":"function","chance":0.0025},{"type":"function","chance":0.02857142857142857,"req":{"creative foraging":"on"}},{"type":"addFree","what":{"worker":0.08},"req":{"scavenging":true}},{"type":"mult","value":1.1,"req":{"harvest rituals":"on"}},{"type":"mult","value":0.2,"req":{"eat on gather":"on"}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"dreamer","displayName":"Dreamer","desc":"@generates [discernment] and [creativity] every now and then, which you can use to research early technologies<>A [dreamer] spends their time observing, thinking, and wondering why things are the way they are.","icon":[1,2,"c2"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1},"req":{"speech":true},"category":"discovery","modes":{"disc&creat":{"name":"Gather discernment and creativity","icon":[8,4,"c2"],"desc":"Gather [discernment] and [creativity].","id":"disc&creat","num":0,"use":{}},"chargebattery":{"name":"Charge battery of discoveries","icon":[4,0,"c2"],"desc":"This dreamer will charge your [battery of discoveries]. 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Keep in mind that much can happen in the ocean, so this boat may sink down.","use":{"wandererW":12,"worker":10},"id":"explore","num":2}},"gizmos":true,"limitPer":{},"upkeep":{},"effects":[{"type":"exploreOcean","unexplored":0.06,"mode":"discover"},{"type":"exploreOcean","explored":0.06,"mode":"explore"},{"type":"function","chance":0.008333333333333333,"notMode":"off"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"druidish travellers team","displayName":"Traveling druid team","desc":"@These teams not only spread [faith] on this wild world, but also explore it further. Their mission is to praise nature and ancestors who probably lived on unknown lands ages ago. //This unit requires 2 [druid]s to spread [faith], and if [faith] drops too low, the team will refuse to work. Every team provides 1 [spirituality].","icon":[29,2,"c2"],"startWith":0,"cost":{"food":100},"type":"unit","use":{"worker":6,"druid":2,"stone tools":4,"knapped tools":2},"req":{"missionary":true,"belief in the beforelife":true},"category":"exploration","limitPer":{"druid":8,"population":1600},"upkeep":{},"effects":[{"type":"explore","explored":0.12,"unexplored":0.1},{"type":"provide","what":{"spirituality":1}},{"type":"function","chance":0.004347826086956522}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"druid","displayName":"Druid","desc":"@generates [faith] and [happiness] every now and then<>[druid]s merge with nature and its spirits to bring down faith and hope to any elves around 'em. Their mission is to spread faith in this strange world!//[druid]s are limited, as not everyone related to religion is eligible for that title.","icon":[28,2,"c2"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1,"faith":0.5},"req":{"ritualism":true,"druidism":true},"category":"spiritual","limitPer":{"population":150},"upkeep":{"food":0.3},"effects":[{"type":"gather","what":{"faith":0.1,"happiness":0.2}},{"type":"provide","what":{"druid":1}},{"type":"gather","what":{"health":0.8},"req":{"druidsymbolism2":true},"chance":0.2},{"type":"gather","what":{"happiness":0.066},"req":{"druidsymbolism1":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"conceptionist","displayName":"Conceptionist","desc":"@generates [creativity] and also charges the [battery of discoveries] faster than [dreamer]s, which you can use to research more advanced technologies<>A [conceptionist] spends their time observing, thinking out of the box, and sharing their thoughts with nearby elves. @Not everyone develops such great skill, so this unit is limited: 1 [conceptionist] per 50 [population,elves]. @[wisdom rituals] and [symbolism] do not apply to this unit!","icon":[29,4,"c2"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1},"req":{"developed creativity":true},"category":"discovery","limitPer":{"population":50},"upkeep":{},"effects":[{"type":"gather","what":{"creativity":0.03}},{"type":"gather","what":{"battery of discoveries":0.55}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"shelter on water","displayName":"Shelter on water","desc":"@provides 6 [housing]<>A small dwelling that can fit many [population,elves]. It is settled on a secure wooden platform supported by thin wooden pillars.","icon":[29,3,"c2"],"startWith":0,"cost":{"basic building materials":48,"log":12,"lumber":60,"archaic building materials":50},"type":"unit","use":{"wtr":1},"req":{"water construction":true},"category":"housing","limitPer":{},"upkeep":{},"effects":[{"type":"provide","what":{"housing":6}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"archaeologist","displayName":"Archaeologist","desc":"@digs in the ground to find some [relic]s. Good source of essentials, as finding treasures won't just give you [discernment]. Depending on what [archaeologist] found you can also gain [gentility], [faith] or [influence]. If a super rare [relic] is found, it will give more essentials.// When no more [relic]s are left, this unit will look for stuff left by previous generations (but this will provide much less [discernment,Essentials]).","icon":[30,3,"c2"],"startWith":0,"cost":{},"type":"unit","use":{"worker":1,"metal tools":2},"req":{"archaeology":true},"category":"discovery","limitPer":{"population":350},"upkeep":{"food":1,"water":1},"effects":[{"type":"gather","what":{"faith":0.75},"chance":0.006172839506172839},{"type":"gather","what":{"discernment":0.75},"chance":0.006666666666666667},{"type":"gather","what":{"gentility":0.75},"chance":0.008},{"type":"gather","what":{"influence":0.75},"chance":0.006172839506172839},{"type":"function","chance":0.0008333333333333334},{"type":"mult","value":0.2,"req":{"out of relics":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"Wizard","displayName":"Wizard","desc":"A smart elf that is also a worshipper of magic. You'll need them to maintain various magic-based towers and to cultivate magic in your civilization. Provides 2 [wisdom] for every 5 [Wizard]s.","icon":[21,8,"magixmod"],"startWith":0,"cost":{"creativity":3,"discernment":1,"stick":2,"food":1},"type":"unit","use":{"elder":1,"wand":1},"req":{"wizard wisdom":true},"category":"discovery","limitPer":{"population":6},"upkeep":{"food":1.5,"water":0.06},"effects":[{"type":"provide","what":{"wisdom":0.4}},{"type":"gather","what":{"insight":0.005},"req":{"wizard wisdom II":true}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50}],"policies":[{"name":"disable aging","displayName":"Disable aging","desc":"Aging, disease, births, and deaths are disabled.","icon":[3,12,"c2",8,3,"c2"],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"disable eating","displayName":"Disable eating","desc":"Eating and drinking are disabled.","icon":[3,12,"c2",3,6,"c2"],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"disable spoiling","displayName":"Disable spoiling","desc":"All resource spoilage is disabled.","icon":[3,12,"c2",3,7,"c2"],"req":{},"category":"debug","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"child workforce","displayName":"Child workforce","desc":"[child,Children] now count as [worker]s; working children are more prone to accidents and malnutrition. They will also require 10% more food with this enabled.","icon":[7,12,"c2",3,3,"c2"],"req":{"tribalism":true},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"elder workforce","displayName":"Elder workforce","desc":"[elder]s now count as [worker]s; working elders are more prone to accidents and malnutrition and early death. //In addition, [sick] and [wounded] elves are more likely to age after recovering, and other [worker]s are at a higher risk of being [wounded] due to additional risks.","icon":[7,12,"c2",5,3,"c2"],"req":{"tribalism":true},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"food rations","displayName":"Food rations","desc":"Specifies how much [food] your elves are given each day.//Bigger rations will make your elves happier, while smaller ones may lead to sickness and starvation.","icon":[5,12,"c2",3,6,"c2"],"startMode":"sufficient","req":{"rules of food":true},"modes":{"none":{"name":"None","desc":"Eating food is forbidden.
    Your elves will start to starve.","id":"none","num":0},"meager":{"name":"Meager","desc":"Your elves receive half a portion per day.","id":"meager","num":1},"sufficient":{"name":"Sufficient","desc":"Your elves receive a full portion per day.","id":"sufficient","num":2},"plentiful":{"name":"Plentiful","desc":"Your elves receive a portion and a half per day.","id":"plentiful","num":3}},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"water rations","displayName":"Water rations","desc":"Specifies how much [water] your elves are given each day.//Bigger rations will make your elves happier, while smaller ones may lead to sickness and dehydration.","icon":[5,12,"c2",7,6,"c2"],"startMode":"sufficient","req":{"rules of food":true},"modes":{"none":{"name":"None","desc":"Drinking water is forbidden.
    Your elves will start to die from dehydration.","id":"none","num":0},"meager":{"name":"Meager","desc":"Your elves receive half a portion per day.","id":"meager","num":1},"sufficient":{"name":"Sufficient","desc":"Your elves receive a full portion per day.","id":"sufficient","num":2},"plentiful":{"name":"Plentiful","desc":"Your elves receive a portion and a half per day.","id":"plentiful","num":3}},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"eat spoiled food","displayName":"Eat spoiled food","desc":"Your elves will eat [spoiled food] when other [food] gets scarce, with dire consequences for health and morale.","icon":[6,12,"c2",3,7,"c2"],"startMode":"on","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"drink muddy water","displayName":"Drink muddy water","desc":"Your elves will drink [muddy water] when clean [water] gets scarce, with dire consequences for health and morale.","icon":[6,12,"c2",8,6,"c2"],"startMode":"on","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"insects as food","displayName":"Insects as food","desc":"[bugs] now count as [food], although most elves find them unpalatable.","icon":[6,12,"c2",12,19,"c2"],"req":{"rules of food":true},"category":"food","effects":[{"type":"make part of","what":["bugs"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["bugs"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"eat raw meat and fish","displayName":"Eat raw meat and fish","desc":"[meat] and [seafood] are eaten raw, which may be unhealthy.","icon":[6,12,"c2",5,7,"c2"],"startMode":"on","req":{"rules of food":true},"category":"food","effects":[{"type":"make part of","what":["meat","seafood"],"parent":"food"}],"effectsOff":[{"type":"make part of","what":["meat","seafood"],"parent":""}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"fertility rituals","displayName":"Fertility rituals","desc":"Increases birth rates by 20%. Consumes 1 [faith] every 40 days; will stop if you run out.","icon":[8,12,"c2",2,3,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"harvest rituals","displayName":"Harvest rituals","desc":"Improves the speed of [gatherer]s, [hunter]s and [fisher]s by 10%. Consumes 1 [faith] every 40 days; will stop if you run out. //mo' food","icon":[8,12,"c2",4,7,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"flower rituals","displayName":"Flower rituals","desc":"Elves get sick slower and recover faster. Consumes 1 [faith] every 40 days; will stop if you run out.","icon":[8,12,"c2",4,5,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"wisdom rituals","displayName":"Wisdom rituals","desc":"Improves [dreamer] and [storyteller] efficiency by 10%. Consumes 1 [faith] every 40 days; will stop if you run out.","icon":[8,12,"c2",8,5,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"population control","displayName":"Population control","desc":"Set rules on how many children your elves are allowed to have.","icon":[4,12,"c2",2,3,"c2"],"startMode":"normal","req":{"tribalism":true},"modes":{"forbidden":{"name":"Forbidden","desc":"Your elves are not allowed to make children.//Your population will not grow.","id":"forbidden","num":0},"limited":{"name":"Limited","desc":"Your elves are only allowed to have one child.//Your population will grow slowly.","id":"limited","num":1},"normal":{"name":"Normal","desc":"You have no specific rules regarding children.//Your population will grow normally.","id":"normal","num":2}},"category":"population","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"mental balance","displayName":"Mental balance","desc":"Enabling this ritual will move the penalty for low [happiness] level from -100 to -120% and change the bonus to make it activate at 90% instead of 100%. However, this ritual requires way more [faith] compared to normal rituals. //Enabling this ritual reduces the efficiency of [soothsayer]s and [druid]s by 20% while active. //Be aware that this ritual is very fragile, as it will lose its power whenever your [faith] goes below one third of your [spirituality].","icon":[8,12,"c2",24,0,"c2"],"startMode":"off","req":{"ritualism":true},"category":"faith","effects":[{"type":"function"}],"effectsOff":[{"type":"function"}],"type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"eat on gather","displayName":"Eat on gather","desc":"Your elves will eat a lot of [food] right after gathering, meaning that a very small portion of food will be shared with others. It may lead to increased [happiness] at the cost of slow starvation, but lowers the rate of [spoiled food]. @this policy cannot bring [happiness] level over 100% and will only provide [happiness] once it is lower than a specific amount. Note that if your food or water rations are set to Plentiful, this policy disables automatically.","icon":[5,12,26,0,"c2"],"startMode":"off","req":{"rules of food":true},"category":"food","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"creative foraging","displayName":"Creative foraging","desc":"@[gatherer]s will explore terrain just like [wanderer]s but have a much larger chance to become lost in terrain. This policy will work until you get some land explored. //It doesn't affect the food gathering efficiency of [gatherer]s. //To keep this policy active, you will need 1 [creativity] every year. Once you get 80 [land], [creative foraging] will stop taking [creativity].","icon":[25,0,"c2"],"startMode":"off","req":{},"category":"work","type":"policy","mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18}],"techs":[{"name":"tribalism","displayName":"Tribalism","desc":"@unlocks the [gatherer]@provides 5 [authority]<>Taking its roots in wild animal packs, [tribalism] is the organization of individuals into simple social structures with little hierarchy.","icon":[0,1,"c2"],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["stone-knapping","hunting","fishing","scavenging","rules of food","ritual necrophagy","culture of moderation","joy of eating","where am i?","policies","consumption stability","unstable eating habits","dry throats","joy of drinking","drinking stability","unstable drinking habits","unstable consumption habits","art of death","royal treatment","belongings preservance","carcass-looting","dreaming","branching wisdom"],"effects":[{"type":"provide res","what":{"authority":5}},{"type":"show res","what":["influence"]},{"type":"show context","what":["gather"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":0},{"name":"speech","displayName":"Speech","desc":"@unlocks the [dreamer] and [wanderer]@provides 50 [wisdom] @provides 20 [quick-wittinity]<>[speech], in its most primitive form, is a series of groans and grunts that makes it possible to communicate things, events, and concepts.","icon":[1,1,"c2"],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["language"],"effects":[{"type":"provide res","what":{"wisdom":50}},{"type":"provide res","what":{"quick-wittinity":25}},{"type":"show res","what":["discernment"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":1},{"name":"language","displayName":"Language","desc":"@provides 30 [inspiration]@provides 30 [wisdom] @provides 15 [quick-wittinity]<>[language] improves on [speech] by combining complex grammar with a rich vocabulary, allowing for better communication and the first signs of culture.
    //I thought elves had their language before you came here...or maybe that was just my mistake.","icon":[2,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":12,"chance":3,"req":{"speech":true},"tutorialMesg":["tutorial","This plane feels more harsh. It is harder to progress than it was with humanity. Also, a weird feeling seems to be striking you often in this world...",[8,4,"c2"]],"precededBy":["speech"],"leadsTo":["oral tradition 1/2","oral tradition 2/2","scouting","sedentism","hunting","fear of death","acceptance of death","herbalism","upscale","writing","druidism","death scepticism"],"effects":[{"type":"provide res","what":{"inspiration":30,"wisdom":30,"quick-wittinity":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":2},{"name":"oral tradition 1/2","displayName":"Oral tradition 1/2","desc":"@Makes your elves start thinking about culture @provides 10 [inspiration]@provides 10 [wisdom]@provides 5 [quick-wittinity]<>Oral tradition emerges when the members of a tribe gather at night to talk about their day. Stories, ideas, and myths are all shared and passed on from generation to generation. //Get [oral tradition 2/2] to unlock [storyteller].
    //Time for a story now, i suppose","icon":[27,3,"magixmod",5,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":24,"req":{"language":true},"precededBy":["language"],"leadsTo":["oral tradition 2/2","plant lore","primary time measure","message memory","cold heart","hot heart","neutral heart","fluid heart"],"effects":[{"type":"provide res","what":{"inspiration":10,"wisdom":10,"quick-wittinity":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":3},{"name":"oral tradition 2/2","displayName":"Oral tradition 2/2","desc":"@unlocks the [storyteller]@provides 10 [inspiration]@provides 10 [wisdom]@provides 5 [quick-wittinity]<>Oral tradition emerges when the members of a tribe gather at night to talk about their day. Stories, ideas, and myths are all shared and passed on from generation to generation.
    //Let's finish those unfinished stories...","icon":[27,2,"magixmod",5,1,"c2"],"type":"tech","cost":{"discernment":21,"creativity":3},"category":"tier1","startWith":0,"tier":48,"req":{"language":true,"oral tradition 1/2":true},"tutorialMesg":["tutorial","You need the battery of discoveries charged for each research roll and reroll. With some ascension bonuses, you can make the battery charge faster or require less charge as cost.",[8,0,"c2"]],"precededBy":["language","oral tradition 1/2"],"leadsTo":["ritualism","symbolism","bellwethers","intuition","belief in the beforelife","belief in the afterlife","maths","maths II","spark'o religion","symbI","symbN"],"effects":[{"type":"provide res","what":{"inspiration":10,"wisdom":10,"quick-wittinity":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":4},{"name":"stone-knapping","displayName":"Stone-knapping","desc":"@unlocks [artisan]s, which can create [knapped tools]<>[stone-knapping] allows you to make your very first tools - simple rocks that have been smashed against each other to fashion rather crude cleavers, choppers, and hand axes.//Tools have little use by themselves, but may be used in many other industries.","icon":[3,1,"c2"],"type":"tech","cost":{"discernment":5,"creativity":7},"category":"tier1","startWith":0,"tier":12,"chance":3,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["tool-making","sedentism","digging","woodcutting","healing","bone-working","fire-making","carving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":5},{"name":"tool-making","displayName":"Tool-making","desc":"@[artisan]s can now create [stone tools]<>With proper [tool-making], new procedures arise to craft a multitude of specialized tools out of cheap materials. These include hammers, knives, and axes.","icon":[4,1,"c2"],"type":"tech","cost":{"creativity":6,"discernment":6},"category":"tier1","startWith":0,"tier":36,"chance":3,"req":{"stone-knapping":true,"carving":true},"precededBy":["stone-knapping","carving"],"leadsTo":["basket-weaving","scouting","canoes","building","well-digging","spears","sewing","gem-cutting","pottery","ground tools","knitting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":6},{"name":"basket-weaving","displayName":"Basket-weaving","desc":"@[artisan]s can now craft [basket]s<>Baskets are a cheap, if flimsy means of storing food.","icon":[7,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":48,"req":{"tool-making":true},"precededBy":["tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":7},{"name":"scouting","displayName":"Scouting","desc":"@unlocks [scout]s, which can discover new territory<>The [scout] is an intrepid traveler equipped to deal with the unknown.//Getting this increases the exploration cap by a little bit. //Do not forget to take a compass...wait, do we have compasses? WHAT IS A COMPASS!!? ","icon":[24,7,"c2"],"type":"tech","cost":{"discernment":20,"creativity":4},"category":"tier1","startWith":0,"tier":72,"chance":2,"req":{"tool-making":true,"language":true,"intuition":true},"tutorialMesg":["story2","You wonder where you are but tall trees and dense bushes do not tell you much. You look at the sky, which darker than blue you know from your reality...wait, reality? You try to touch your ears to check if you are an elf too but you are a human...but you still do not know why elves decided to pick you as their ruler. After all, the fact that you aren't an elf just like them seems pretty important. Everything feels weird.",[33,0,"c2"]],"precededBy":["tool-making","language","intuition"],"leadsTo":["tile inspection","basic mapping"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":8},{"name":"canoes","displayName":"Canoes","desc":"@allows exploration through ocean shores (rafts do not exist here). @Note, however, that canoes will be slower in the Tundra, Swamplands, Jungle, and Boreal forest biomes <>It doesn't look like a beach to me though...","icon":[26,7,"c2"],"type":"tech","cost":{"discernment":15,"creativity":2,"influence":1},"category":"tier1","startWith":0,"tier":72,"req":{"tool-making":true,"woodcutting":true},"tutorialMesg":["story1","You feel that wind sometimes blows down in this world instead at the sides, just like increased gravity. It feels like some pressure. You see a bird having a hard time flying while the wind blows vertically...you try to ask one of your elves about it but they cannot produce an answer for you...yet.",[33,1,"c2"]],"precededBy":["tool-making","woodcutting"],"leadsTo":["boat building"],"effects":[{"type":"allow","what":["shore exploring"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":9},{"name":"boat building","displayName":"Boat building","desc":"@allows full ocean exploring.<>Unlocks [boat]s, which will allow you to explore oceans. Also unlocks new modes for [wanderer]s and [scout]s. //Let the voyage begin...again. Just take a seat!","icon":[28,7,"c2"],"type":"tech","cost":{"discernment":60,"creativity":30},"category":"tier1","startWith":0,"tier":654,"req":{"canoes":true,"carpentry":true,"intuition":true,"construction":true},"precededBy":["canoes","carpentry","intuition","construction"],"effects":[{"type":"allow","what":["ocean exploring"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":10},{"name":"sedentism","displayName":"Sedentism","desc":"@unlocks [mire shelter]s and [branch shelter]s<>To stay in one place when food is scarce is a bold gamble, especially to those without knowledge of agriculture.","icon":[8,1,"c2"],"type":"tech","cost":{"discernment":30},"category":"tier1","startWith":0,"tier":72,"chance":3,"req":{"stone-knapping":true,"digging":true,"language":true,"intuition":true},"precededBy":["stone-knapping","digging","language","intuition"],"leadsTo":["building","stockpiling","well-digging","code of law"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":11},{"name":"building","displayName":"Building","desc":"@unlocks [hut]s@unlocks [stockpile]s (with [stockpiling])<>The [building,Hut] is only slightly more sophisticated than simple shelters, but is more spacious and can withstand wear longer. //Let's build a treehouse!","icon":[9,1,"c2"],"type":"tech","cost":{"discernment":34,"creativity":8},"category":"tier1","startWith":0,"tier":138,"chance":3,"req":{"sedentism":true,"tool-making":true,"intuition":true},"precededBy":["sedentism","tool-making","intuition"],"leadsTo":["cities","smelting","mining","quarrying","masonry","carpentry","aiming"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":12},{"name":"cities","displayName":"Cities","desc":"@unlocks [hovel]s
    //Villages are good too","icon":[29,7,"c2"],"type":"tech","cost":{"discernment":25,"creativity":5},"category":"tier1","startWith":0,"tier":168,"req":{"building":true,"intuition":true},"precededBy":["building","intuition"],"leadsTo":["construction","city planning","guilds","upscale"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":13},{"name":"construction","displayName":"Construction","desc":"@unlocks [house]s@unlocks [warehouse]s (with [stockpiling])<>This one refers to actual construction","icon":[30,7,"c2"],"type":"tech","cost":{"discernment":30,"creativity":6},"category":"tier1","startWith":0,"tier":546,"chance":3,"req":{"cities":true,"masonry":true,"carpentry":true,"quarrying":true,"construction-planning":true},"tutorialMesg":["story1","You think about setting up a modern factory here. However, elves may have other plans. You'd like to talk about it for your elves but they do not know yet what a factory even is.",[33,4,"c2"]],"precededBy":["cities","masonry","carpentry","quarrying","construction-planning"],"leadsTo":["boat building","city planning","guilds","monument-building","water construction","cart1","cart2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":14},{"name":"city planning","displayName":"City planning","desc":"@unlocks [architect]s","icon":[22,8,"c2"],"type":"tech","cost":{"discernment":25,"gentility":5},"category":"tier1","startWith":0,"tier":576,"req":{"construction":true,"cities":true,"intuition":true,"caligraphy":true},"precededBy":["construction","cities","intuition","caligraphy"],"leadsTo":["maths II","gardening"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":15},{"name":"guilds","displayName":"Guilds","desc":"@unlocks [guild quarters], which can house some [worker]s","icon":[23,8,"c2"],"type":"tech","cost":{"discernment":24,"gentility":12},"category":"tier1","startWith":0,"tier":684,"req":{"cities":true,"construction":true,"code of law":true},"precededBy":["cities","construction","code of law"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":16},{"name":"stockpiling","displayName":"Stockpiling","desc":"@unlocks [storage pit]s<>The foresight to store sustenance and materials ahead of time can make or break a budding civilization.","icon":[10,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":84,"chance":2,"req":{"sedentism":true},"precededBy":["sedentism"],"leadsTo":["curing"],"effects":[{"type":"show res","what":["food storage"]},{"type":"show res","what":["material storage"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":17},{"name":"digging","displayName":"Digging","desc":"@unlocks [digger]s@paves the way for simple buildings<>The earth is full of riches - to those who can find them. //Diggy, diggy, hole","icon":[11,1,"c2"],"type":"tech","cost":{"discernment":15,"creativity":3},"category":"tier1","startWith":0,"tier":30,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["sedentism","well-digging","burial","mining","quarrying","pottery","dtt1","dtt2"],"effects":[{"type":"show context","what":["dig"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":18},{"name":"well-digging","displayName":"Well-digging","desc":"@unlocks [well]s<>It takes some thinking to figure out that water can be found if you dig deep enough.//It takes a lot of bravery, however, to find out if it is safe enough to drink.","icon":[22,7,"c2"],"type":"tech","cost":{"discernment":15,"creativity":3},"category":"tier1","startWith":0,"tier":114,"req":{"digging":true,"sedentism":true,"tool-making":true},"precededBy":["digging","sedentism","tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":19},{"name":"woodcutting","displayName":"Woodcutting","desc":"@unlocks [woodcutter]s//chopchopchop","icon":[23,5,"c2"],"type":"tech","cost":{"discernment":15,"creativity":3},"category":"tier1","startWith":0,"tier":30,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["canoes","carpentry"],"effects":[{"type":"show context","what":["chop"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":20},{"name":"plant lore","displayName":"Plant lore","desc":"@[gatherer]s find more [herb]s and [fruit]s<>The knowledge of which plants are good to eat and which mean certain death is slow and perilous to learn.
    //There are a whole lot of unique plant types and categories, so this tech won't let you learn about them all at once, friend.","icon":[23,7,"c2"],"type":"tech","cost":{"discernment":10,"creativity":1,"gentility":1},"category":"upgrade","startWith":0,"tier":36,"req":{"oral tradition 1/2":true},"precededBy":["oral tradition 1/2"],"leadsTo":["healing","tile inspection","plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":21},{"name":"healing","displayName":"Healing","desc":"@unlocks [healer]s
    //A hospital somewhere around here would be way better idea, but that seems way too hard.","icon":[25,7,"c2"],"type":"tech","cost":{"discernment":20,"creativity":4},"category":"tier1","startWith":0,"tier":72,"chance":2,"req":{"plant lore":true,"stone-knapping":true,"intuition":true},"precededBy":["plant lore","stone-knapping","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":22},{"name":"ritualism","displayName":"Ritualism","desc":"@provides 10 [spirituality]@unlocks [soothsayer]s@unlocks some ritual policies<>Simple practices, eroded and polished by time, may turn into rites and traditions.","icon":[12,1],"type":"tech","cost":{"gentility":10,"creativity":2},"category":"religion","startWith":0,"tier":60,"req":{"oral tradition 2/2":true,"spark'o religion":true},"precededBy":["oral tradition 2/2","spark'o religion"],"leadsTo":["burial","ritual necrophagy","missionary","druidism","art of death","royal treatment","belongings preservance"],"effects":[{"type":"provide res","what":{"spirituality":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":23},{"name":"symbolism","displayName":"Symbolism","desc":"@[painter]s produce 40% more [gentility] @[dreamer]s produce 25% more [discernment] and 12.5% more [creativity] @[storyteller]s produce 20% more [gentility]@[soothsayer]s produce 20% more [faith]<>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on shapes. There are three types of [symbolism] that you can unlock!","icon":[13,1,"c2"],"type":"tech","cost":{"gentility":18,"discernment":20,"creativity":4},"category":"upgrade","startWith":0,"tier":90,"chance":10,"req":{"oral tradition 2/2":true,"intuition":true,"symbI":false,"symbN":false},"precededBy":["oral tradition 2/2","intuition"],"leadsTo":["code of law","artistic thinking","missionary","druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":24},{"name":"burial","displayName":"Burial","desc":"@unlocks [grave]s, which provide [burial spot]s@exposed [corpse]s make elves even more unhappy<>It is the belief that there might be more to death than is first apparent that drives us to bury our deceased.","icon":[14,1,"c2"],"type":"tech","cost":{"discernment":20,"creativity":4},"category":"tier1","startWith":0,"tier":114,"chance":2,"req":{"ritualism":true,"digging":true},"precededBy":["ritualism","digging"],"leadsTo":["monument-building","bII(normal)","bII(acceptance)"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":25},{"name":"hunting","displayName":"Hunting","desc":"@unlocks [hunter]s<>It is a common tragedy that a creature should die so that another may survive.","icon":[15,1,"c2"],"type":"tech","cost":{"discernment":10,"creativity":2},"category":"tier1","startWith":0,"tier":24,"req":{"language":true,"tribalism":true},"precededBy":["language","tribalism"],"leadsTo":["tile inspection","htt1","htt2"],"effects":[{"type":"show context","what":["hunt"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":26},{"name":"fishing","displayName":"Fishing","desc":"@unlocks [fisher]s<>Fishing is more than simply catching fish; it involves knowing where the fish like to gather and which ones are good to eat.//It would be wise to check whether any of your territory contains fish before investing in this technology.","icon":[25,1,"c2"],"type":"tech","cost":{"discernment":12},"category":"tier1","startWith":0,"tier":12,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["fishing hooks"],"effects":[{"type":"show context","what":["fish"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":27},{"name":"bone-working","displayName":"Bone-working","desc":"@[artisan]s can now make [knapped tools] out of [bone]@[bone]s can now be used as [archaic building materials]<>//For some reason, it requires some power from your battery. Pressure likely has to do with that though...","icon":[22,5,"c2"],"type":"tech","cost":{"discernment":6,"battery of discoveries":18},"category":"tier1","startWith":0,"tier":36,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"effects":[{"type":"make part of","what":["bone"],"parent":"archaic building materials"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":28},{"name":"spears","displayName":"Spears and maces","desc":"@[artisan]s can now craft [stone weapons]@unlocks new modes for [hunter]s and [fisher]s<>Using tools as weapons opens a world of possibilities, from hunting to warfare.","icon":[26,1,"c2"],"type":"tech","cost":{"discernment":21,"creativity":3},"category":"tier1","startWith":0,"tier":60,"req":{"tool-making":true},"precededBy":["tool-making"],"leadsTo":["bows","fishing hooks","aiming","ground melee weapons"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":29},{"name":"bows","displayName":"Bows","desc":"@[artisan]s can now craft [bow]s@unlocks new modes for [hunter]s","icon":[27,1,"c2"],"type":"tech","cost":{"discernment":24},"category":"tier1","startWith":0,"tier":84,"req":{"spears":true},"precededBy":["spears"],"leadsTo":["aiming","ground ranged weapons"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":30},{"name":"fishing hooks","displayName":"Fishing hooks","desc":"@unlocks new modes for [fisher]s","icon":[28,1,"c2"],"type":"tech","cost":{"discernment":22,"creativity":2},"category":"tier1","startWith":0,"tier":96,"req":{"fishing":true,"spears":true},"precededBy":["fishing","spears"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":31},{"name":"fire-making","displayName":"Fire-making","desc":"@unlocks [firekeeper]s<>Fire keeps you warm and makes animal attacks much less frequent.","icon":[16,1,"c2"],"type":"tech","cost":{"discernment":32,"creativity":4},"category":"tier1","startWith":0,"tier":48,"chance":3,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["cooking","smelting","pottery","cold heart","hot heart","neutral heart","fluid heart"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":32},{"name":"cooking","displayName":"Cooking","desc":"@[firekeeper]s can now cook [cooked meat] and [cooked seafood]<>Tossing fish and meat over a sizzling fire without reducing them to a heap of ash takes a bit of practice.","icon":[17,1,"c2"],"type":"tech","cost":{"discernment":11,"creativity":1},"category":"tier1","startWith":0,"tier":60,"req":{"fire-making":true,"rules of food":true},"precededBy":["fire-making","rules of food"],"leadsTo":["curing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":33},{"name":"curing","displayName":"Curing","desc":"@[firekeeper]s can now prepare [cured meat] and [cured seafood] with [salt], which last much longer<>Storing food with special preparations seems to ward off rot, and comes along with the advent of delicious jerky.","icon":[27,7,"c2"],"type":"tech","cost":{"discernment":24},"category":"tier1","startWith":0,"tier":156,"req":{"cooking":true,"stockpiling":true},"precededBy":["cooking","stockpiling"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":34},{"name":"sewing","displayName":"Sewing","desc":"@unlocks [clothier]s, who work with fabric and can sew [primitive clothes]","icon":[29,1,"c2"],"type":"tech","cost":{"discernment":27,"creativity":3},"category":"tier1","startWith":0,"tier":66,"req":{"tool-making":true},"precededBy":["tool-making"],"leadsTo":["weaving","leather-working","knitting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":35},{"name":"weaving","displayName":"Weaving","desc":"@[clothier]s can now sew [basic clothes]","icon":[30,1,"c2"],"type":"tech","cost":{"discernment":21,"creativity":3},"category":"tier1","startWith":0,"tier":90,"req":{"sewing":true},"precededBy":["sewing"],"leadsTo":["knitting","nudist culture","strict dress code","clothing indifference","fluid dress code"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":36},{"name":"leather-working","displayName":"Leather-working","desc":"@[clothier]s can now cure [hide]s into [leather] and use leather in cloth-making (with [weaving])","icon":[31,1,"c2"],"type":"tech","cost":{"discernment":18,"creativity":5,"gentility":1},"category":"tier1","startWith":0,"tier":90,"req":{"sewing":true},"precededBy":["sewing"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":37},{"name":"smelting","displayName":"Smelting","desc":"@unlocks [furnace]s, which turn ore into metal ingots@unlocks [blacksmith workshop]s, which forge metal ingots into metal goods","icon":[26,5,"c2"],"type":"tech","cost":{"discernment":41,"creativity":7},"category":"tier1","startWith":0,"tier":222,"req":{"fire-making":true,"building":true},"precededBy":["fire-making","building"],"leadsTo":["softmetal-working","iron-working","greenold-working","primitive glass-crafting","weapon blacksmithery","armor blacksmithery"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":38},{"name":"softmetal-working","displayName":"Softmetal-working","desc":"@[furnace]s can now make [hard metal ingot]s from [olivnum ore] and [tin ore]","icon":[28,5,"c2"],"type":"tech","cost":{"discernment":72,"creativity":12},"category":"tier1","startWith":0,"tier":306,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":39},{"name":"iron-working","displayName":"Iron-working","desc":"@[furnace]s can now make [hard metal ingot]s from [iron ore]","icon":[27,5,"c2"],"type":"tech","cost":{"discernment":30,"creativity":6},"category":"tier1","startWith":0,"tier":258,"req":{"smelting":true},"precededBy":["smelting"],"leadsTo":["steel-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":40},{"name":"greenold-working","displayName":"Greenold-working","desc":"@[furnace]s can now make [precious metal ingot]s from [greenold ore]@[blacksmith workshop]s can now forge [greenold block]s out of [precious metal ingot]s","icon":[29,5,"c2"],"type":"tech","cost":{"discernment":40,"faith":2},"category":"tier1","startWith":0,"tier":264,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":41},{"name":"steel-making","displayName":"Steel-making","desc":"@[furnace]s can now make [strong metal ingot]s from [iron ore] and [coal]","icon":[30,5,"c2"],"type":"tech","cost":{"discernment":46,"influence":2},"category":"tier1","startWith":0,"tier":306,"req":{"iron-working":true},"precededBy":["iron-working"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":42},{"name":"bellwethers","displayName":"Bellwethers","desc":"@unlocks [bellwether]s, which generate [influence]@provides 5 [authority]<>[bellwether]s lead to better outcomes when there is a struggle within your tribe. //ding ding ding","icon":[22,6,"c2"],"type":"tech","cost":{"discernment":18,"gentility":4,"creativity":1,"influence":1},"category":"tier1","startWith":0,"tier":72,"req":{"oral tradition 2/2":true},"precededBy":["oral tradition 2/2"],"leadsTo":["clans"],"effects":[{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":43},{"name":"clans","displayName":"Clans","desc":"@unlocks [clan leader]s, which generate [influence]@provides 5 [authority]","icon":[23,6,"c2"],"type":"tech","cost":{"discernment":25,"creativity":2,"influence":2,"gentility":1},"category":"tier1","startWith":0,"tier":246,"req":{"bellwethers":true,"code of law":true},"precededBy":["bellwethers","code of law"],"effects":[{"type":"provide res","what":{"authority":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":44},{"name":"code of law","displayName":"Code of law","desc":"@provides 15 [authority]@political units will generate more [influence]
    //Paragraph 1...wait...will paragraphs exist in elvish code of law?","icon":[24,6,"c2"],"type":"tech","cost":{"discernment":20,"creativity":1,"influence":3},"category":"tier1","startWith":0,"tier":192,"req":{"symbolism":true,"sedentism":true,"writing":true},"precededBy":["symbolism","sedentism","writing"],"leadsTo":["guilds","clans","crime and punishment"],"effects":[{"type":"provide res","what":{"authority":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":45},{"name":"mining","displayName":"Mining","desc":"@unlocks [mine]s.
    //Strike the earth with a lot of might!","icon":[24,5,"c2"],"type":"tech","cost":{"discernment":38,"creativity":4},"category":"tier1","startWith":0,"tier":180,"req":{"digging":true,"building":true},"precededBy":["digging","building"],"leadsTo":["prospecting"],"effects":[{"type":"show context","what":["mine"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":46},{"name":"prospecting","displayName":"Prospecting","desc":"@[mine]s can now be set to mine for specific ores.","icon":[25,5,"c2"],"type":"tech","cost":{"discernment":28,"creativity":14},"category":"upgrade","startWith":0,"tier":222,"req":{"mining":true},"precededBy":["mining"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":47},{"name":"quarrying","displayName":"Quarrying","desc":"@unlocks [quarry,Quarries]","icon":[25,6,"c2"],"type":"tech","cost":{"discernment":30,"creativity":6},"category":"tier1","startWith":0,"tier":174,"req":{"digging":true,"building":true},"precededBy":["digging","building"],"leadsTo":["construction"],"effects":[{"type":"show context","what":["quarry"]}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":48},{"name":"carving","displayName":"Carving","desc":"@unlocks [carver]s, which can produce a variety of goods out of stone, wood and bone@may lead to the knowledge of better tools","icon":[26,6,"c2"],"type":"tech","cost":{"discernment":9,"creativity":3},"category":"tier1","startWith":0,"tier":24,"chance":3,"req":{"stone-knapping":true},"precededBy":["stone-knapping"],"leadsTo":["tool-making","gem-cutting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":49},{"name":"gem-cutting","displayName":"Gem-cutting","desc":"@[carver]s can now craft shiny [gem block]s out of [gems]//That's so sparkly!","icon":[27,6,"c2"],"type":"tech","cost":{"discernment":16,"creativity":8},"category":"tier1","startWith":0,"tier":60,"req":{"carving":true,"tool-making":true},"precededBy":["carving","tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":50},{"name":"pottery","displayName":"Pottery","desc":"@unlocks [potter]s, which produce goods such as [pot]s out of [clay] and [mire]@unlocks [granary,Granaries] (with [stockpiling])@[digger]s find more [clay] //I love flowers so I take every pot crafted to put a plant in it","icon":[28,6,"c2"],"type":"tech","cost":{"discernment":26,"creativity":4},"category":"tier1","startWith":0,"tier":120,"req":{"fire-making":true,"digging":true,"tool-making":true},"precededBy":["fire-making","digging","tool-making"],"leadsTo":["masonry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":51},{"name":"masonry","displayName":"Masonry","desc":"@unlocks [kiln]s, which produce a variety of goods such as [brick]s@[carver]s can now turn [stone]s into [cut stone] slowly<>//Let's build a wall, tall brick wall...wait...if there is any monster can you throw one of these to defend yourself?","icon":[29,6,"c2"],"type":"tech","cost":{"discernment":48,"creativity":6},"category":"tier1","startWith":0,"tier":258,"req":{"building":true,"pottery":true},"precededBy":["building","pottery"],"leadsTo":["construction","primitive glass-crafting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":52},{"name":"carpentry","displayName":"Carpentry","desc":"@unlocks [carpenter workshop]s, which can process [log]s into [lumber] and produce materials crafted from wood@unlocks [barn]s (with [stockpiling])
    //Pink planks? Oh, I forgot that is no longer the human's universe. Sorry, my bad.","icon":[30,6,"c2"],"type":"tech","cost":{"discernment":35,"gentility":2,"creativity":5},"category":"tier1","startWith":0,"tier":198,"req":{"building":true,"woodcutting":true},"precededBy":["building","woodcutting"],"leadsTo":["boat building","construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":53},{"name":"monument-building","displayName":"Monument-building","desc":"@unlocks the [the fortress,The Fortress], an early wonder
    //...expensive stuff","icon":[24,8,"c2"],"type":"tech","cost":{"discernment":97,"gentility":43,"creativity":46,"influence":9,"faith":3},"category":"tier1","startWith":0,"tier":816,"req":{"construction":true,"burial":true,"belief in the afterlife":true},"tutorialMesg":["story2","You want to constuct a wonder. However, a lot of excavation is needed.",[33,3,"c2"]],"precededBy":["construction","burial","belief in the afterlife"],"leadsTo":["second upscale"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":54},{"name":"a power of the fortress","displayName":"A power of the fortress","desc":"Your Fortress power will improve many aspects of life if its power is increased. You currently have no evolution bonuses.","icon":[4,12,"magixmod",24,9,"c2"],"type":"tech","cost":{},"category":"misc","startWith":0,"tier":0,"req":{"tribalism":false},"leadsTo":["plant lore II","developed creativity","wizardry"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":55},{"name":"primary intuition","displayName":"Primary intuition","desc":"[primary intuition] is an important key for some researches. However, if [population,elves] will expand their intuition, they should be able to think about further, more complicated researching. //Having just [primary intuition] allows you to research up to [oral tradition 2/2,Oral tradition]. More complicated researches like sewing and crafting can be unlocked only with \\"secondary\\" [intuition].","icon":[27,10,"c2"],"type":"tech","cost":{},"category":"tier1","startWith":true,"tier":0,"leadsTo":["water courage"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":56},{"name":"aiming","displayName":"Aiming","desc":"Teach your [hunter]s and [fisher]s how to be more accurate. The problem was that hunters were shooting arrows from bows and just trying their luck. Same with spear throwing.<>However, improved accuarcy will increase the chances of good aim, meaning that Bow hunting and Spear hunting/fishing become faster.","icon":[25,8,"c2"],"type":"tech","cost":{"discernment":24,"creativity":12},"category":"tier1","startWith":0,"tier":222,"req":{"spears":true,"bows":true,"building":true},"precededBy":["spears","bows","building"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":72},{"name":"herbalism","displayName":"Herbalism","desc":"[gatherer]s can now gather some [herb]s in small amounts.
    //But it still just looks like plain grass!","icon":[22,10,"c2"],"type":"tech","cost":{"discernment":9,"creativity":3},"category":"tier1","startWith":0,"tier":24,"req":{"language":true},"precededBy":["language"],"leadsTo":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":73},{"name":"tile inspection","displayName":"Tile inspection","desc":"@From now on, you can inspect discovered tiles in you Territory tab by clicking on them. //@You can see goods and their density on the tile. @You can also inspect newly discovered tiles and get full info about its goods. @However, you still can't see exactly how many of a resource you have within your territory!","icon":[29,10,"c2"],"type":"tech","cost":{"discernment":20,"gentility":18,"creativity":10},"category":"tier1","startWith":0,"tier":156,"req":{"intuition":true,"scouting":true,"plant lore":true,"hunting":true},"precededBy":["intuition","scouting","plant lore","hunting"],"leadsTo":["tile inspection II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":77},{"name":"time measuring 1/2","displayName":"Time measuring 1/2","desc":"Elves know how to measure time. Getting this will let you see what year it is in your tribe! Also allows to see when temporary traits will expire. //To see days as well, you'll need to wait some more.","icon":[27,3,"magixmod",25,12,"c2"],"type":"tech","cost":{"discernment":60,"creativity":12},"category":"tier1","startWith":0,"tier":756,"chance":10,"req":{"maths II":true,"primary time measure":true},"precededBy":["maths II","primary time measure"],"leadsTo":["time measuring 2/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":86},{"name":"maths","displayName":"Maths","desc":"@[population,Elves] will know basic math, making them more intelligent and giving them a chance to be good at more advanced technologies. @allows for noting small, basic numbers. //Is x really divisible by y?","icon":[26,12,"c2"],"type":"tech","cost":{"creativity":6,"discernment":12},"category":"tier1","startWith":0,"tier":84,"req":{"oral tradition 2/2":true,"writing":true},"precededBy":["oral tradition 2/2","writing"],"leadsTo":["tile inspection II","maths II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":88},{"name":"maths II","displayName":"Maths II","desc":"@[population,Elves] will know more a little more advanced math, making them even more intelligent. @Your [population,elves] have a larger chance to understand more advanced things. @improves your civilization's numeral system","icon":[3,13,"c2",26,13,"c2"],"type":"tech","cost":{"creativity":42,"discernment":12},"category":"tier1","startWith":0,"tier":684,"req":{"oral tradition 2/2":true,"maths":true,"city planning":true},"precededBy":["oral tradition 2/2","maths","city planning"],"leadsTo":["time measuring 1/2","knowledge-rise"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":89},{"name":"writing","displayName":"Writing","desc":"Elves can write, at least. Because they do not have any paper yet, they will write on stones, logs, and other nearby objects. Learning [writing] is required to unlock further researches.//Provides 5 [quick-wittinity]
    //Writing the A letter, then G, after that an A, then write I and N at the end.","icon":[27,8,"c2"],"type":"tech","cost":{"discernment":6,"creativity":12},"category":"tier1","startWith":0,"tier":30,"req":{"language":true},"precededBy":["language"],"leadsTo":["code of law","tile inspection II","maths","caligraphy","construction-planning","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":90},{"name":"caligraphy","displayName":"Caligraphy","desc":"Your elves can write but their characters are hard to be read. This technology will be a pass for things like [city planning].
    //Now that HELLO AGAIN is readable...","icon":[26,9,"c2"],"type":"tech","cost":{"discernment":30,"gentility":9,"creativity":15},"category":"tier1","startWith":0,"tier":84,"req":{"writing":true},"tutorialMesg":["story1","You glance at your undefined for a while. Everything seems harsh, yet your will of conquering this seemingly never-ending wilderness never seems to fade away."],"precededBy":["writing"],"leadsTo":["city planning","alphabet 1/3","construction-planning","message memory","basic mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":91},{"name":"alphabet 1/3","displayName":"Alphabet 1/3","desc":"Make elves set up their own alphabet. This is needed to unlock more advanced concepts and to understand more! //Provides 5 [quick-wittinity].","icon":[28,27,"magixmod",23,13,"c2"],"type":"tech","cost":{"discernment":30,"creativity":6},"category":"tier1","startWith":0,"tier":120,"req":{"caligraphy":true},"precededBy":["caligraphy"],"leadsTo":["tile inspection II","alphabet 2/3","basic mapping"],"effects":[{"type":"provide res","what":{"quick-wittinity":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":92},{"name":"alphabet 2/3","displayName":"Alphabet 2/3","desc":"Improves the set of characters in the alphabet of your elves. //Provides 5 [quick-wittinity] and 15 [wisdom].//May lead to the existence of native languages.","icon":[27,27,"magixmod",24,13,"c2"],"type":"tech","cost":{"discernment":250,"gentility":50},"category":"tier1","startWith":0,"tier":420,"req":{"alphabet 1/3":true,"second upscale":true},"precededBy":["alphabet 1/3","second upscale"],"leadsTo":["alphabet 3/3","map details","philosophy"],"effects":[{"type":"provide res","what":{"quick-wittinity":5,"wisdom":15}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":93},{"name":"alphabet 3/3","displayName":"Alphabet 3/3","desc":"Expands the amount of characters in your elves's language even more!","icon":[26,27,"magixmod",25,13,"c2"],"type":"tech","cost":{"discernment":1100,"gentility":70,"wisdom":40,"faith":10},"category":"tier1","startWith":0,"tier":1640,"req":{"alphabet 2/3":true,"artistic thinking":true},"precededBy":["alphabet 2/3","artistic thinking"],"leadsTo":["advanced mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":94},{"name":"construction-planning","displayName":"Construction-planning","desc":"@leads to [construction] and provides 5 [wisdom]","icon":[26,8,"c2"],"type":"tech","cost":{"creativity":20,"gentility":12,"discernment":22},"category":"tier1","startWith":0,"tier":138,"chance":3,"req":{"writing":true,"caligraphy":true,"intuition":true},"precededBy":["writing","caligraphy","intuition"],"leadsTo":["construction"],"effects":[{"type":"provide res","what":{"wisdom":5}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":95},{"name":"message memory","displayName":"Message memory","desc":"@your message history will be increased from 25 to 50","icon":[30,12,"c2"],"type":"tech","cost":{"gentility":18,"discernment":12},"category":"tier1","startWith":0,"tier":126,"chance":7,"req":{"oral tradition 1/2":true,"caligraphy":true},"precededBy":["oral tradition 1/2","caligraphy"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":97},{"name":"wizard wisdom","displayName":"Wizard wisdom","desc":"Now you can hire [Wizard]s to improve your tribe. You will gain 2 [wisdom] points for every 5 [Wizard]s. //wisdom+=0.5...oh wait it is 1 per 3 oops","icon":[23,10,"c2"],"type":"tech","cost":{"discernment":36,"influence":18,"gentility":36,"creativity":24},"category":"tier1","startWith":0,"tier":246,"req":{"wizardry":true},"tutorialMesg":["story1","Looks like magic in this world also exists, but it appears to be more arcane than with humans...",[24,8,"magixmod"]],"precededBy":["wizardry"],"leadsTo":["wizard wisdom II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":98},{"name":"knitting","displayName":"Knitting","desc":"Knitting is a method by which yarn is manipulated to create a textile or fabric. It is used in many types of garments. //@[clothier]s are 8% more efficient in all modes.","icon":[26,11,"c2"],"type":"tech","cost":{"discernment":39,"creativity":15},"category":"tier1","startWith":0,"tier":144,"req":{"tool-making":true,"sewing":true,"weaving":true},"precededBy":["tool-making","sewing","weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":99},{"name":"basic mapping","displayName":"Basic mapping","desc":"@Allows Exploration units to travel more. They become more advanced and may explore further lands. // Increases the exploration cap.","icon":[28,13,"c2"],"type":"tech","cost":{"discernment":48,"creativity":6},"category":"tier1","startWith":0,"tier":234,"req":{"scouting":true,"writing":true,"caligraphy":true,"alphabet 1/3":true},"precededBy":["scouting","writing","caligraphy","alphabet 1/3"],"leadsTo":["map details"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":100},{"name":"map details","displayName":"Map details","desc":"@Allows Exploration units to travel and explore even more. They become more advanced and may explore further lands. // Increases the exploration cap.","icon":[29,13,"c2"],"type":"tech","cost":{"discernment":104,"creativity":16},"category":"tier1","startWith":0,"tier":654,"req":{"basic mapping":true,"alphabet 2/3":true},"precededBy":["basic mapping","alphabet 2/3"],"leadsTo":["advanced mapping"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":101},{"name":"advanced mapping","displayName":"Advanced mapping","desc":"@Allows Exploration units to travel and explore even more. They become more advanced and may explore further lands. // Removes the exploration cap.","icon":[30,13,"c2"],"type":"tech","cost":{"discernment":660,"creativity":48},"category":"tier1","startWith":0,"tier":2582,"req":{"map details":true,"alphabet 3/3":true},"precededBy":["map details","alphabet 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":102},{"name":"primitive glass-crafting","displayName":"Primitive glass-crafting","desc":"Your [kiln]s will be able to craft [glass] out of [sand]. //A window to the world...wait...it's near impossible to see any beautiful landscape here. Maybe not.","icon":[28,12,"c2"],"type":"tech","cost":{"creativity":30},"category":"tier1","startWith":0,"tier":336,"req":{"masonry":true,"smelting":true},"precededBy":["masonry","smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":105},{"name":"missionary","displayName":"Missionary","desc":"@unlocks [druidish travellers team] //Send religious tribe to spread your religion and ideas to as much of elves as possible and explore the world at the same time merging with Mother Nature. Also, each [soothsayer] gains 25% more faith but, from now on, they will have limit of one per 10 [population]//Hey! Do not consider it as profanation. It is not like that...","icon":[28,14,"c2"],"type":"tech","cost":{"faith":10,"creativity":12,"discernment":2},"category":"tier1","startWith":0,"tier":126,"req":{"ritualism":true,"symbolism":true,"belief in the afterlife":true},"precededBy":["ritualism","symbolism","belief in the afterlife"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":106},{"name":"druidism","displayName":"Druidism","desc":"@unlocks [druid]s, who gather more [faith] and [happiness] than [soothsayer]s (although with a limit) //Nature sometimes can be swift and terrible. Keep that in mind, my friend.","icon":[27,14,"c2"],"type":"tech","cost":{"faith":8,"discernment":24,"gentility":18},"category":"tier1","startWith":0,"tier":152,"req":{"ritualism":true,"symbolism":true,"language":true},"tutorialMesg":["story1","These elves really do live long here. However, the wind is pressing down harshly. You decided to call this wind \\"Pressure\\" because they say it is more than just a wind.",[2,11,"c2"]],"precededBy":["ritualism","symbolism","language"],"leadsTo":["druidsymbolism1","druidsymbolism2","druidsymbolism3","gardening"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":107},{"name":"philosophy","displayName":"Philosophy","desc":"Provides 75 [wisdom] and 30 [quick-wittinity] for free. //Also increases the [symbolism] bonus for [dreamer]s from 40 to 45%. //Many elves start wondering why things aren't different than they are.","icon":[29,14,"c2"],"type":"tech","cost":{"discernment":135,"creativity":70,"gentility":35},"category":"tier1","startWith":0,"tier":660,"req":{"alphabet 2/3":true},"precededBy":["alphabet 2/3"],"leadsTo":["developed creativity","bII(normal)","bII(acceptance)"],"effects":[{"type":"provide res","what":{"wisdom":75,"quick-wittinity":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":108},{"name":"water construction","displayName":"Water construction","desc":"@unlocks [shelter on water,Shelters on water]","icon":[24,15,"c2"],"type":"tech","cost":{"discernment":70,"creativity":40},"category":"tier1","startWith":0,"tier":656,"chance":10,"req":{"construction":true,"developed creativity":true},"precededBy":["construction","developed creativity"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":114},{"name":"crime and punishment","displayName":"Crime and punishment","desc":"@provides more detailed laws related to criminals in your civilization. @you may unlock other variations of this research depending on your civilization's relation to death. @this variation predicts moderate punishments for various crimes such as robbery, murder. @for the biggest crimes, one can get sentenced to death.","icon":[30,34,"magixmod",22,1,"c2"],"type":"tech","cost":{"influence":24,"creativity":12},"category":"knowledge","startWith":0,"tier":228,"chance":200,"req":{"code of law":true},"precededBy":["code of law"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":130},{"name":"wizardry","displayName":"Wizardry","desc":"@Some sort of weird, uncommon elves will now arrive in your tribe. They are called Wizards and behave quite strangely sometimes. From now, wizardry and essences will start to appear. Get [wizard wisdom] so you can hire some of these strange elves. //This is a good thing :>","icon":[24,14,"c2"],"type":"tech","cost":{"discernment":106,"faith":10,"gentility":16},"category":"tier1","startWith":0,"tier":132,"req":{"a power of the fortress":true,"developed creativity":true},"precededBy":["a power of the fortress","developed creativity"],"leadsTo":["wizard wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":147},{"name":"weapon blacksmithery","displayName":"Weapon blacksmithery","desc":"[blacksmith workshop,Blacksmiths] can now craft [metal weapons].","icon":[13,11,"magixmod",22,1,"c2"],"type":"tech","cost":{"discernment":54,"creativity":36},"category":"tier1","startWith":0,"tier":312,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":158},{"name":"armor blacksmithery","displayName":"Armor blacksmithery","desc":"[blacksmith workshop,Blacksmiths] can now craft [armor set]s.","icon":[12,11,"magixmod",22,1,"c2"],"type":"tech","cost":{"discernment":54,"creativity":36},"category":"tier1","startWith":0,"tier":312,"req":{"smelting":true},"precededBy":["smelting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":159},{"name":"bII(normal)","displayName":"Burial II","desc":"@Reduces the bad effects of [fear of death] and [belief in revenants] by 5%. <>@Funeral cerermonies are more common. @provides 30 [inspiration]","icon":[3,13,"c2",24,16,"c2",22,1,"c2"],"type":"tech","cost":{"discernment":195,"creativity":85,"gentility":50},"category":"tier1","startWith":0,"tier":1092,"chance":15,"req":{"burial":true,"philosophy":true,"bII(acceptance)":false},"precededBy":["burial","philosophy"],"effects":[{"type":"provide res","what":{"inspiration":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":162},{"name":"bII(acceptance)","displayName":"Burial II","desc":"@Increases the positive effects of [acceptance of death] by 5%. <>@Funeral cerermonies are more common. @provides 30 [inspiration]","icon":[3,13,"c2",24,16,"c2",24,1,"c2"],"type":"tech","cost":{"discernment":195,"creativity":85,"gentility":50},"category":"tier1","startWith":0,"tier":1092,"chance":15,"req":{"burial":true,"philosophy":true,"bII(acceptance)":false},"precededBy":["burial","philosophy"],"effects":[{"type":"provide res","what":{"inspiration":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":163},{"name":"symbI","displayName":"Symbolism","desc":"@[dreamer]s produce 25% more [discernment] and 12.5% more [creativity] @rolling researches will require a third less of [discernment,Essentials] (excluding your [battery of discoveries,Battery power]) if the number of your technologies ends with 0. @gaining traits will provide 1 [gentility] @obtaining techs refunds 1 [discernment] for every 150 [discernment] spent on research. <>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on colours. There are three types of [symbI] that you can unlock!","icon":[28,17,"c2"],"type":"tech","cost":{"gentility":18,"discernment":20,"creativity":4},"category":"upgrade","startWith":0,"tier":90,"chance":10,"req":{"oral tradition 2/2":true,"intuition":true,"symbolism":false,"symbN":false},"precededBy":["oral tradition 2/2","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":167},{"name":"symbN","displayName":"Symbolism","desc":"This bonus relies on the number of total technologies that you end with. @if it ends with 3 you won't need [gentility] while rolling/rerolling researches. @if it ends with 7 it will require half as much [discernment]. @if it ends with 1 it will require 5% less [battery of discoveries,Battery] power @if it ends with 0 it won't require [discernment] at all<>The manifestation of one thing for the meaning of another; to make the cosmos relate to itself; this one focuses on numbers. There are three types of [symbN] that you can unlock!","icon":[27,17,"c2"],"type":"tech","cost":{"gentility":18,"discernment":20,"creativity":4},"category":"upgrade","startWith":0,"tier":90,"chance":10,"req":{"oral tradition 2/2":true,"intuition":true,"symbolism":false,"symbI":false},"precededBy":["oral tradition 2/2","intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":168},{"name":"wizard wisdom II","displayName":"Wizard wisdom II","desc":"Wizards will also produce 5% as much [insight] as a basic [dreamer] now. //i suppose insight is important for wizards as well","icon":[3,13,"c2",23,10,"c2"],"type":"tech","cost":{"discernment":200,"faith":10,"gentility":24},"category":"tier1","startWith":0,"tier":480,"req":{"wizard wisdom":true},"precededBy":["wizard wisdom"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":169}],"traits":[{"name":"water courage","displayName":"Water courage","desc":"Elves will become less afraid of water. //Obtaining this knowledge trait will allow elves to eventually use boats as a way to travel or explore the mysterious world filled with secrets within.
    //So elves are hydrophobic?","icon":[29,9,"c2"],"type":"trait","cost":{"creativity":1},"category":"knowledge","startWith":0,"tier":1,"chance":1,"req":{"primary intuition":true},"precededBy":["primary intuition"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":57},{"name":"intuition","displayName":"Intuition","desc":"[intuition] opens a way to more complex researching. Researches related to crafting, building, planning, and other related ideas can be \\"on-plan\\" from now on.
    //I think a merge of human and elf may give us a genius...","icon":[28,10,"c2"],"type":"trait","cost":{"gentility":2,"discernment":3,"creativity":6},"category":"culture","startWith":0,"tier":11,"chance":1.75,"req":{"oral tradition 2/2":true},"precededBy":["oral tradition 2/2"],"leadsTo":["scouting","boat building","sedentism","building","cities","city planning","healing","symbolism","tile inspection","construction-planning","symbI","symbN"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":58},{"name":"scavenging","displayName":"Scavenging","desc":"@idle [worker]s gather resources with 8% of the speed of a [gatherer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.//Is there anything to scavenge?","icon":[20,1,"c2"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"carcass-looting":false,"dreaming":false,"branching wisdom":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":59},{"name":"rules of food","displayName":"Rules of food","desc":"@unlocks policies that manage which food types can be eaten.","icon":[19,1,"c2"],"type":"trait","cost":{},"category":"culture","startWith":0,"tier":5,"chance":0.75,"req":{"tribalism":true,"policies":true},"precededBy":["tribalism","policies"],"leadsTo":["cooking"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":60},{"name":"ground tools","displayName":"Ground tools","desc":"@[artisan]s and [carver]s craft 10% faster","icon":[23,9,"c2"],"type":"trait","cost":{"discernment":6,"gentility":6},"category":"culture","startWith":0,"tier":12,"chance":10,"req":{"tool-making":true},"precededBy":["tool-making"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":61},{"name":"artistic thinking","displayName":"Artistic thinking","desc":"@[storyteller]s are 10% more efficient@opens the way for more art forms","icon":[27,11,"c2"],"type":"trait","cost":{"gentility":8},"category":"culture","startWith":0,"tier":8,"chance":10,"req":{"symbolism":true},"precededBy":["symbolism"],"leadsTo":["alphabet 3/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":62},{"name":"fear of death","displayName":"Fear of death","desc":"@unhappiness from death is doubled@may evolve into more complex spiritual thinking. //D-d-dd-death?","icon":[18,1,"c2"],"type":"trait","cost":{"gentility":12,"discernment":1},"category":"short","startWith":0,"tier":19,"chance":10,"req":{"language":true,"spark'o religion":true,"acceptance of death":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"leadsTo":["belief in the beforelife","belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":63},{"name":"acceptance of death","displayName":"Acceptance of death","desc":"@unhappiness from death is halved@may evolve into more complex spiritual thinking //That had to happen. Nature is merciless...","icon":[21,1,"c2"],"type":"trait","cost":{"gentility":12,"discernment":1},"category":"short","startWith":0,"tier":19,"chance":10,"req":{"language":true,"spark'o religion":true,"fear of death":false,"death scepticism":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":64},{"name":"belief in the beforelife","displayName":"Belief in the beforelife","desc":"@prevents [ritual necrophagy,Corpse cruelty] traits from being occasionally adopted. @if this trait is adopted after [ritual necrophagy,Necrophagy] or [art of death], then it will be instantly removed because they believe respecting their ancestors is a key to well being.","icon":[8,8,"magixmod"],"type":"trait","cost":{"gentility":10,"faith":2,"influence":1,"discernment":1},"category":"religion","startWith":0,"tier":33,"chance":10,"req":{"fear of death":true,"oral tradition 2/2":true,"spark'o religion":true,"belief in the afterlife":false,"ritual necrophagy":false},"precededBy":["fear of death","oral tradition 2/2","spark'o religion"],"leadsTo":["royal treatment","belongings preservance"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":65},{"name":"belief in the afterlife","displayName":"Belief in the afterlife","desc":"@unhappiness from death is halved.","icon":[21,1,"c2"],"type":"trait","cost":{"gentility":10,"faith":2,"influence":1,"discernment":1},"category":"religion","startWith":0,"tier":33,"chance":10,"req":{"fear of death":true,"oral tradition 2/2":true,"spark'o religion":true,"belief in the beforelife":false},"precededBy":["fear of death","oral tradition 2/2","spark'o religion"],"leadsTo":["monument-building","belief in revenants","missionary"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":66},{"name":"belief in revenants","displayName":"Belief in revenants","desc":"@unhappiness from unburied [corpse]s is doubled. //Scary!","icon":[18,1,"c2"],"type":"trait","cost":{"gentility":8,"faith":2},"category":"culture","startWith":0,"tier":43,"chance":100,"req":{"belief in the afterlife":true},"precededBy":["belief in the afterlife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":67},{"name":"ritual necrophagy","displayName":"Ritual necrophagy","desc":"@[corpse]s are slowly turned into [meat] and [bone]s, creating some [faith] but harming [health]. @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.//Ewww...it's more disgusting than leaving a dead one for animals to devour...but sometimes you have no choice...no...choice.","icon":[15,7,"magixmod"],"type":"trait","cost":{"gentility":25,"discernment":5},"category":"short","startWith":0,"tier":30,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":false,"art of death":false},"precededBy":["tribalism","ritualism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":68},{"name":"culture of moderation","displayName":"Culture of moderation","desc":"@elves consume 15% less [food], but derive less joy from eating <> @may unlock more food habit traits","icon":[3,12,"c2",19,1,"c2"],"type":"trait","cost":{"gentility":15,"discernment":1},"category":"long","startWith":0,"tier":16,"chance":50,"req":{"tribalism":true,"joy of eating":false,"unstable eating habits":false,"consumption stability":false,"unstable consumption habits":false,"dry throats":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":69},{"name":"joy of eating","displayName":"Joy of eating","desc":"@elves consume 15% more [food], but are happier when eating <> @may unlock more food habit traits","icon":[4,12,"c2",19,1,"c2"],"type":"trait","cost":{"gentility":15,"discernment":2},"category":"long","startWith":0,"tier":17,"chance":50,"req":{"tribalism":true,"culture of moderation":false,"unstable eating habits":false,"consumption stability":false,"unstable consumption habits":false,"joy of drinking":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":70},{"name":"insect-eating","displayName":"Insect-eating","desc":"@your elves are no longer unhappy when eating [bugs]. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.
    //This world may have bugs that can eat elves...literally. Maybe. Sorry to scare ya.","icon":[12,19,"c2",22,1,"c2"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":5,"req":{"insects as food":"on"},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":71},{"name":"where am i?","displayName":"Where am I?","desc":"@Unlocks primary information about your small-but-still world. @Go to the Territory tab to see what goods you can gain from your territory and where your tribe has settled. //Seriously where am I?...i may need to ask...again.","icon":[22,11,"c2"],"type":"trait","cost":{"creativity":1,"battery of discoveries":12,"discernment":1},"category":"culture","startWith":0,"tier":19,"chance":1.11,"req":{"tribalism":true,"policies":true},"precededBy":["tribalism","policies"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":74},{"name":"policies","displayName":"Policies","desc":"@Now you can spend your [influence] in the Policies tab. @Unlocks policies, one of the main parts of your civilization.","icon":[24,11,"c2"],"type":"trait","cost":{"battery of discoveries":5},"category":"culture","startWith":0,"tier":5,"chance":0.3,"req":{"tribalism":true},"precededBy":["tribalism"],"leadsTo":["rules of food","where am i?"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":75},{"name":"upscale","displayName":"Upscale","desc":"Increases the costs of rolling/rerolling in the tech tab. Also, the [battery of discoveries] will charge way slower from now on. //It may have something to do with pressure, it seems like. You may need to prepare for the next anomalies!","icon":[28,11,"c2"],"type":"trait","cost":{"discernment":9,"creativity":3},"category":"anomaly","startWith":0,"tier":12,"chance":13,"req":{"language":true,"cities":true},"precededBy":["language","cities"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":76},{"name":"tile inspection II","displayName":"Tile inspection II","desc":"Now you can see how much of a certain resource you have within your territory.","icon":[3,13,"c2",30,10,"c2"],"type":"trait","cost":{"discernment":72,"creativity":24},"category":"knowledge","startWith":0,"tier":96,"chance":30,"req":{"maths":true,"tile inspection":true,"writing":true,"alphabet 1/3":true},"precededBy":["maths","tile inspection","writing","alphabet 1/3"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":78},{"name":"second upscale","displayName":"Second upscale","desc":"Increases the costs of rolling/rerolling in tech tab. Also, the [battery of discoveries] will charge way slower. //Now it is confirmed...it has to do with Pressure.","icon":[29,11,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"chance":2,"req":{"monument-building":true},"precededBy":["monument-building"],"leadsTo":["time measuring 2/2","alphabet 2/3"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":79},{"name":"Ice","displayName":"Ice","desc":"An aura of Ice has been triggered. A cold aura will slow down your gathering efficiency but also will slow down spoiling of [food] and [water]. Also, the efficiency of anything that uses [fire pit,fire] or makes [fire pit,fire] will be decreased. [digger] will dig more [ice].//You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//Freeze, breeze","icon":[22,13,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":80},{"name":"warmth","displayName":"Warmth","desc":"An aura of Warmth has been triggered. High temperatures will speed up [food] and [water] spoilage. Also, gathering water will be harder. [fishing] efficiency is decreased. [fire pit,Fire] will extinguish slower.//You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//Summer 24/7/365...right?","icon":[22,15,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":81},{"name":"earth","displayName":"Earth","desc":"An aura of Earth has been triggered. The grounds will mark their domination. [mining] will be faster, but buildings using [land] will collapse more often. The accident rate will be increased. //You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//earth got mad bro/sis","icon":[22,14,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":82},{"name":"mystic","displayName":"Mystic","desc":"A mystic aura has been triggered. Everything will decay faster, excluding magical resources. Magical units will be more efficient. Disease and death rates will increase. //Every year, you have a 20% chance for an event that will cause one random resource (except [population] or [land]) to be completely lost. If the choice lands on [discernment] or another essential, you will lose them all (except [wisdom], [inspiration], and essential limits)//You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//Bibiddi bobiddi boo","icon":[22,16,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":83},{"name":"Water","displayName":"Water","desc":"An aura of Water has been triggered. Farms will be a more efficient way to gather [food], but it will affect [mining] and [digging]. More [water] means a faster spoiling of it. [well]s are more efficient and you can find more shrooms. //You can see the power of this Aura by hovering over it on the top interface. Its power changes over time.//splash","icon":[22,17,"c2"],"type":"trait","cost":{},"category":"anomaly","startWith":0,"tier":0,"req":{"tribalism":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","skip":true,"id":84},{"name":"primary time measure","displayName":"Primary time measure","desc":"Elves can now measure passing time in centuries.","icon":[25,11,"c2"],"type":"trait","cost":{"gentility":12,"creativity":4},"category":"knowledge","startWith":0,"tier":16,"chance":12,"req":{"oral tradition 1/2":true},"precededBy":["oral tradition 1/2"],"leadsTo":["time measuring 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":85},{"name":"time measuring 2/2","displayName":"Time measuring 2/2","desc":"Now you can see what year and day it currently is.","icon":[27,2,"magixmod",25,12,"c2"],"type":"trait","cost":{"creativity":50},"category":"knowledge","startWith":0,"tier":50,"chance":75,"req":{"time measuring 1/2":true,"second upscale":true},"precededBy":["time measuring 1/2","second upscale"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":87},{"name":"spark'o religion","displayName":"Spark'o religion","desc":"[spark'o religion] opens a way to [ritualism] and things related to Religion such as spirits, beliefs, and hopes. Who knows if you can even reach some sort of strange, wonderful magic? //(It's the name of the game...after all...)","icon":[24,12,"c2"],"type":"trait","cost":{"gentility":6},"category":"religion","startWith":0,"tier":6,"chance":2,"req":{"oral tradition 2/2":true},"precededBy":["oral tradition 2/2"],"leadsTo":["ritualism","fear of death","acceptance of death","belief in the beforelife","belief in the afterlife","death scepticism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":96},{"name":"knowledge-rise","displayName":"Knowledge-rise","desc":"Elves want to discover more stuff, allowing researching more complex researches that may make life of elves way easier in this world. //Provides 10 [quick-wittinity] and 30 [wisdom]","icon":[23,14,"c2"],"type":"trait","cost":{"creativity":20},"category":"knowledge","startWith":0,"tier":20,"chance":15,"req":{"maths II":true},"precededBy":["maths II"],"effects":[{"type":"provide res","what":{"quick-wittinity":10}},{"type":"provide res","what":{"wisdom":30}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":103},{"name":"plant lore II","displayName":"Plant lore II","desc":"@unlocks the [florist]. The [florist] is a gatherer tasked with collecting various [flowers] instead of other resources.//Also unlocks the Heal sick elves mode for [healer]s, which allows you to heal [sick] elves faster.","icon":[27,13,"c2"],"type":"trait","cost":{"creativity":9,"discernment":36},"category":"knowledge","startWith":0,"tier":45,"chance":6,"req":{"herbalism":true,"a power of the fortress":true,"plant lore":true},"precededBy":["herbalism","a power of the fortress","plant lore"],"leadsTo":["gtt1","gtt2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":104},{"name":"developed creativity","displayName":"Developed creativity","desc":"@unlocks [conceptionist], who spends his free time developing creativity rather than inventing. @this variation of dreamer will generate [creativity] and will charge [battery of discoveries] at the same time. @from now on, [dreamer]s produce one-third more [discernment]. They also stop providing [creativity] and become limited based on your [population,elves]. @provides 20 [quick-wittinity] and 10 [wisdom], and will unlock a few more techs","icon":[30,14,"c2"],"type":"trait","cost":{"creativity":60,"discernment":120},"category":"knowledge","startWith":0,"tier":180,"chance":8,"req":{"philosophy":true,"a power of the fortress":true},"precededBy":["philosophy","a power of the fortress"],"leadsTo":["water construction","archaeology","wizardry","season for inventing","sabotaged knowledge"],"effects":[{"type":"function"},{"type":"provide res","what":{"quick-wittinity":20,"wisdom":10}}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":109},{"name":"druidsymbolism1","displayName":"Natural hopefulness","desc":"[druid]s gather 25% more [happiness]. //This trait is always temporary but has a varied lifespan.","icon":[23,15,"c2"],"type":"trait","cost":{"faith":8,"gentility":34},"category":"culture","startWith":0,"tier":42,"chance":100,"req":{"druidism":true,"druidsymbolism2":false,"druidsymbolism3":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":110},{"name":"druidsymbolism2","displayName":"Holy light","desc":"[druid]s use their natural bonds to sporadically gather some [health]. //This trait is always temporary but has a varied lifespan.","icon":[23,16,"c2"],"type":"trait","cost":{"faith":8,"gentility":34},"category":"culture","startWith":0,"tier":42,"chance":100,"req":{"druidism":true,"druidsymbolism1":false,"druidsymbolism3":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":111},{"name":"druidsymbolism3","displayName":"Mental balance","desc":"Unlocks a new ritual which will affect [happiness] and its bonus and penalty at specific amounts. Look for [mental balance] in the rituals section of your Policies. //This trait is always temporary but has a varied lifespan.","icon":[23,17,"c2"],"type":"trait","cost":{"faith":8,"gentility":34},"category":"culture","startWith":0,"tier":42,"chance":100,"req":{"druidism":true,"druidsymbolism1":false,"druidsymbolism2":false},"precededBy":["druidism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":112},{"name":"gardening","displayName":"Gardening","desc":"A key for farms! Thanks to this knowledge, elves may start thinking about making some small decorative gardens.","icon":[26,10,"c2"],"type":"trait","cost":{"creativity":40},"category":"knowledge","startWith":0,"tier":40,"chance":15,"req":{"druidism":true,"city planning":true},"precededBy":["druidism","city planning"],"leadsTo":["archaeology"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":113},{"name":"archaeology","displayName":"Archaeology","desc":"Throughout your past ascensions, there are some [relic]s left from previous civilizations. @unlocks the [archaeologist], who will forage and dig underground to investigate what previous civilizations left
    At some point, they may find all of the relics remaining, causing you to gain a vastly smaller amount of [relic]s.","icon":[26,14,"c2"],"type":"trait","cost":{"creativity":120},"category":"knowledge","startWith":0,"tier":340,"chance":125,"req":{"gardening":true,"developed creativity":true,"tribalism":false},"precededBy":["gardening","developed creativity"],"leadsTo":["out of relics"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":115},{"name":"out of relics","displayName":"Out of relics","desc":"Most of the relics have been found. From now on, [archaeologist]s will dig out stuff left by previous generations. Luckily, will still be a chance to find a rare finding based on the current rarity levels! @[archaeologist]s will become 80% less efficient. @This trait will automatically disappear after several hundred years after your civilization evolves for many generations.","icon":[3,12,26,15,"c2"],"type":"trait","cost":{},"category":"long","startWith":0,"tier":340,"chance":2000,"req":{"archaeology":true,"tribalism":false},"precededBy":["archaeology"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":116},{"name":"cold heart","displayName":"Cold heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is halved and [health] gain from warmth will be decreased by 1.5% (at other times it will be 2.5%). @happiness from having [fire pit]s or other heating sources is decreased by 15% //Your tribe is getting used to low temperatures, meaning that they'll have to partially accept that fact in order to survive and make your civilization become unforgettable.","icon":[27,15,"c2",24,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"hot heart":false,"neutral heart":false,"fluid heart":false,"oral tradition 1/2":true},"precededBy":["fire-making","oral tradition 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":117},{"name":"hot heart","displayName":"Hot heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is increased by 50%. @happiness from having [fire pit]s or other heating sources is increased by a quarter//Your tribe needs warmth. They really love warmth brought to them by fire or other heating sources.","icon":[28,15,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"neutral heart":false,"fluid heart":false,"oral tradition 1/2":true},"precededBy":["fire-making","oral tradition 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":118},{"name":"neutral heart","displayName":"Neutral heart","desc":"@un/happiness from lacking of/having [fire pit]s or other heating sources isn't increased or decreased in any way. //simply it's neutral.","icon":[29,15,"c2",22,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"hot heart":false,"fluid heart":false,"oral tradition 1/2":true},"precededBy":["fire-making","oral tradition 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":119},{"name":"fluid heart","displayName":"Fluid heart","desc":"@unhappiness from a lack of [fire pit]s or other heating sources is fluid, meaning every some period of time it will switch between: @being increased by a fifth of normal @being reduced by a quarter <>[happiness] gain from having heat sources will also switch between: @being increased by 5% @being decreased by 5% //Your tribe probably is not going to clearly state if they are fine with cold nights or they prefer warmth and safety. That's why they will change their statement sometime.","icon":[9,15,"magixmod",30,15,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"fire-making":true,"cold heart":false,"hot heart":false,"neutral heart":false,"oral tradition 1/2":true},"precededBy":["fire-making","oral tradition 1/2"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":120},{"name":"nudist culture","displayName":"Nudist culture","desc":"@unhappiness from a lack of [basic clothes,Clothing] is halved. @[basic clothes,Clothing] brings 5% (sometimes it will be 10%) less [happiness] and harming [health] by 2.5% (sometimes 4%).","icon":[29,16,"c2",24,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"strict dress code":false,"clothing indifference":false,"fluid dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":121},{"name":"strict dress code","displayName":"Strict dress code","desc":"@unhappiness from a lack of [basic clothes,Clothing] is multiplied by 1.5.//Strict dress code may affect relationships between elves. Sometimes it feels pretty unfair...","icon":[29,16,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"nudist culture":false,"fluid dress code":false,"clothing indifference":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":122},{"name":"clothing indifference","displayName":"Clothing indifference","desc":"@un/happiness from lacking of/having [primitive clothes,Clothing] or other heating sources isn't increased or decreased in any way. //simply, it's just neutral.","icon":[29,16,"c2",22,1,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"fluid dress code":false,"nudist culture":false,"strict dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":123},{"name":"fluid dress code","displayName":"Fluid dress code","desc":"unhappiness from a lack of [basic clothes,Clothing] or other heating sources is fluid, meaning every some period of time it will switch between: @being increased by 25% @being reduced by 25% <>[happiness] gain from having clothing will also switch between: @being increased by 4% @being reduced by 4% //Your elves seem to have strange feelings for clothing, it seems.","icon":[9,15,"magixmod",30,16,"c2"],"type":"trait","cost":{"gentility":10},"category":"short","startWith":0,"tier":10,"chance":10,"req":{"weaving":true,"clothing indifference":false,"nudist culture":false,"strict dress code":false},"precededBy":["weaving"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":124},{"name":"decent nourishment","displayName":"Decent nourishment","desc":"@unhappiness from eating [bugs] and [spoiled food] increased by 30% @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.//But what if it is the only food in this wilderness? Will you still demand decent nourishment?","icon":[8,11,26,0,"magixmod"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":5,"req":{"insects as food":"on","insect-eating":false,"worm culture":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":125},{"name":"worm culture","displayName":"Worm culture","desc":"@your elves are no longer unhappy when eating [bugs]. @in addition, half of its [happiness] harm will turn into a boost. @Note: This trait is rather temporary and has a varied lifetime, but has a chance of becoming permanent.//Some countries that put worms into dishes and enjoy it! Surprisingly, elves are happy about that as well...","icon":[8,11,24,1,"c2"],"type":"trait","cost":{},"category":"main","startWith":0,"tier":0,"chance":15,"req":{"insects as food":"on","insect-eating":false,"decent nourishment":false},"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":126},{"name":"death scepticism","displayName":"Death scepticism","desc":"unhappiness from death is fluid, meaning that it's effect will change between: @being increased by one-third @being reduced by one-third. <> @may evolve into more complex spiritual thinking @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.","icon":[9,15,"magixmod",26,16,"c2"],"type":"trait","cost":{"gentility":12,"creativity":3},"category":"short","startWith":0,"tier":21,"chance":30,"req":{"language":true,"spark'o religion":true,"fear of death":false,"acceptance of death":false},"precededBy":["language","spark'o religion"],"effects":[{"type":"function"}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":127},{"name":"consumption stability","displayName":"Consumption stability","desc":"@The [food] consumption of your [population,elves] isn't affected by this trait in any way. @may unlock more food habit traits //What else do you need except breakfast, lunch, and dinner? Looks like your tribe doesn't need too much food.","icon":[10,15,"magixmod",19,1,"c2"],"type":"trait","cost":{"gentility":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"joy of eating":false,"culture of moderation":false,"unstable eating habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":128},{"name":"unstable eating habits","displayName":"Unstable eating habits","desc":"@elves have fluid [food] consumption, meaning that it may change over time. The consumption modifier will switch every so often between: @7% less but deriving less joy from eating @7% more but deriving more joy from eating <> @may unlock more food habit traits //Maybe your elves feel strange about food...","icon":[9,15,"magixmod",25,15,"c2"],"type":"trait","cost":{"gentility":7.5},"category":"short","startWith":0,"tier":7.5,"chance":40,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"consumption stability":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":129},{"name":"dry throats","displayName":"Dry throats","desc":"@elves drink 15% less [water], but derive less joy from drinking. @may unlock more drinking habit traits //Make sure to drink several of water daily. (You don't truly need several cups, actually; you'll get quite a bit of water from the other things you consume.)","icon":[3,12,30,17,"c2"],"type":"trait","cost":{"gentility":15,"discernment":2},"category":"short","startWith":0,"tier":17,"chance":40,"req":{"tribalism":true,"joy of drinking":false,"drinking stability":false,"unstable drinking habits":false,"unstable consumption habits":false,"culture of moderation":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":131},{"name":"joy of drinking","displayName":"Joy of drinking","desc":"@elves drink 15% more [water], but are happier when drinking. @may unlock more drinking habit traits //Don't drink too much. About 7 liters of water can kill a human.","icon":[4,12,30,17,"c2"],"type":"trait","cost":{"gentility":15,"discernment":2},"category":"short","startWith":0,"tier":17,"chance":40,"req":{"tribalism":true,"dry throats":false,"drinking stability":false,"unstable drinking habits":false,"joy of eating":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":132},{"name":"drinking stability","displayName":"Drinking stability","desc":"@the amount that elves drink isn't affected by this trait in any way. @may unlock more drinking habit traits //They simply need several cups of water per day to be happy. Just watch them, they don't need more or less.","icon":[10,15,"magixmod",30,17,"c2"],"type":"trait","cost":{"gentility":15},"category":"short","startWith":0,"tier":15,"chance":60,"req":{"tribalism":true,"joy of drinking":false,"dry throats":false,"unstable drinking habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":133},{"name":"unstable drinking habits","displayName":"Unstable drinking habits","desc":"@the amount that elves drink is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less but deriving less joy from drinking @5% more deriving more joy from drinking <> @may unlock more drinking habit traits //Maybe your elves just like switching things up every so often...","icon":[9,15,"magixmod",30,18,"c2"],"type":"trait","cost":{"gentility":15},"category":"short","startWith":0,"tier":15,"chance":70,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"drinking stability":false,"unstable eating habits":false,"unstable consumption habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":134},{"name":"unstable consumption habits","displayName":"Unstable consumption habits","desc":"@the amount that elves eat is fluid, meaning that it may change over time. The consumption modifier will switch every so often between: @5% less and deriving less joy from consumption @5% more and deriving joy from consumption @2.5% more and not affecting [happiness] @2.5% less and not affecting [happiness]<>//variety in its true form","icon":[9,15,"magixmod",30,19,"c2"],"type":"trait","cost":{"gentility":15},"category":"short","startWith":0,"tier":15,"chance":250,"req":{"tribalism":true,"culture of moderation":false,"joy of eating":false,"drinking stability":false,"unstable eating habits":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":135},{"name":"art of death","displayName":"Art of death","desc":"@[corpse]s and their parts are now part of an art, creating some [culture] at the cost of [health].@Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent. //ughhh","icon":[15,6,"magixmod"],"type":"trait","cost":{"gentility":25,"discernment":5},"category":"short","startWith":0,"tier":30,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":false,"ritual necrophagy":false},"precededBy":["tribalism","ritualism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":136},{"name":"royal treatment","displayName":"Royal treatment","desc":"@[corpse]s are treated with full respect now, meaning people will be respectful towards them. @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.//That is glorious. Just pure glory. Treating dead bodies with royal attitude will surely make everybody less scared of death.","icon":[19,1,"magixmod"],"type":"trait","cost":{"gentility":25,"discernment":5},"category":"short","startWith":0,"tier":63,"chance":750,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":true,"belongings preservance":false},"precededBy":["tribalism","ritualism","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":137},{"name":"belongings preservance","displayName":"Belongings preservance","desc":"@A [corpse,corpse's] belongings are preserved and left for the family instead of being taken for common use (unless the elf didn't have one). @Note: This trait is rather temporary, but there is a slight chance that this trait will become permanent.","icon":[16,6,"magixmod"],"type":"trait","cost":{"gentility":25,"discernment":5},"category":"short","startWith":0,"tier":63,"chance":500,"req":{"tribalism":true,"ritualism":true,"belief in the beforelife":true,"royal treatment":false,"art of death":false,"ritual necrophagy":false},"precededBy":["tribalism","ritualism","belief in the beforelife"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":138},{"name":"cart1","displayName":"Carver's trend: Stone statuettes","desc":"[carver]s feel that [statuette] made out of stone is accepted better by this tribe more than a statuette from wood or bone. <>Craft stone statuettes becomes 5% faster.","icon":[25,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"discernment":50,"gentility":45},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"construction":true,"cart2":false},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":139},{"name":"cart2","displayName":"Carver's trend: Wooden statuettes","desc":"[carver]s feel that [clay statuette,Statuette] made out of clay or mud is accepted better by this tribe more than a statuette from clay and other non-stone resources. <>Craft clay statuettes becomes 5% faster.","icon":[25,16,"c2",5,22,"magixmod"],"type":"trait","cost":{"discernment":50,"gentility":45},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"construction":true,"cart1":false},"precededBy":["construction"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":140},{"name":"gtt1","displayName":"Gatherer's trend: Sticks","desc":"[gatherer]s gain more [stick]s. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[27,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":140,"chance":125,"req":{"plant lore II":true,"gtt2":false},"precededBy":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":141},{"name":"gtt2","displayName":"Gatherer's trend: Water","desc":"[gatherer]s gain more [water]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[28,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":140,"chance":125,"req":{"plant lore II":true,"gtt1":false},"precededBy":["plant lore II"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":142},{"name":"dtt1","displayName":"Digger's trend: Ice","desc":"[digger]s gain more [ice]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[29,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"digging":true,"dtt2":false},"precededBy":["digging"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":143},{"name":"dtt2","displayName":"Digger's trend: Sand","desc":"[digger]s gain more [sand]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[30,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"digging":true,"dtt1":false},"precededBy":["digging"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":144},{"name":"htt1","displayName":"Hunter's trend: Hide","desc":"[hunter]s gain more [hide]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[31,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"hunting":true,"htt2":false},"precededBy":["hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":145},{"name":"htt2","displayName":"Hunter's trend: Meat","desc":"[hunter]s gain more [meat]. Doesn't disable the effect of the Decisional trend related to this unit.","icon":[32,28,"magixmod",5,22,"magixmod"],"type":"trait","cost":{"gentility":45,"discernment":50},"category":"short","startWith":0,"tier":95,"chance":125,"req":{"hunting":true,"htt1":false},"precededBy":["hunting"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":146},{"name":"natural discernment","displayName":"Natural discernment","desc":"@all researches, knowledges and traits have their [discernment] costs reduced. <>For every 75 [discernment] from the original cost, the new cost is reduced by 3. (For example, if a research costs 225 [discernment], it will cost 216 as long as this trait is active.) @maximum reduction is 70.//much smort","icon":[24,3,"magixmod",8,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":148},{"name":"slower synapses","displayName":"Slower synapses","desc":"@all researches, knowledges and traits have their [discernment] costs increased. <>For every 75 [discernment] from the original cost, the new cost is increased by 3. (For example, if a research costs 225 [discernment], it will cost 234 as long as this trait is active.) @maximum reduction is 70.//not smort","icon":[23,3,"magixmod",8,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":149},{"name":"artistic thinking II","displayName":"Artistic thinking II","desc":"@all researches, knowledges and traits have their [gentility] costs reduced. <>For every 50 [gentility] from the original cost, the new cost is reduced by 2. (For example, if a research costs 200 [gentility], it will cost 192 as long as this trait is active.) @maximum reduction is 45.//that's very arty art, isn't it?","icon":[24,3,"magixmod",10,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":150},{"name":"art rejection","displayName":"Art rejection","desc":"@all researches, knowledges and traits have their [gentility] costs increased. <>For every 50 [gentility] from the original cost, the new cost is increased by 3. (For example, if a research costs 200 [gentility], it will cost 208 as long as this trait is active.) @maximum increase is 45.//It's not culture after all...","icon":[23,3,"magixmod",10,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":151},{"name":"druidish thinking","displayName":"Druidish thinking","desc":"@all researches, knowledges and traits have their [faith] costs reduced. <>For every 50 [faith] from the original cost, the new cost is reduced by 2. (For example, if a research costs 200 [faith], it will cost 192 as long as this trait is active.) @maximum reduction is 45.//Have fun with this trait: it doesn't last very long!","icon":[24,3,"magixmod",7,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":152},{"name":"druid's hatred","displayName":"Druid's hatred","desc":"@all researches, knowledges and traits have their [faith] costs increased. <>For every 50 [faith] from the original cost, the new cost is increased by 2. (For example, if a research costs 200 [faith], it will cost 208 as long as this trait is active.)@maximum reduction is 45.//dissenters...it sure seems like","icon":[23,3,"magixmod",7,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":153},{"name":"season for inventing","displayName":"Season for inventing","desc":"@all researches, knowledges and traits have their [science] costs reduced. <>For every 20 [science] from the original cost, the new cost is reduced by 1. (For example, if a research costs 100 [science], it will cost 95 as long as this trait is active.) @maximum reduction is 15.//This trait is very rare...","icon":[24,3,"magixmod",6,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":210,"chance":1500,"req":{"developed creativity":true,"sabotaged knowledge":false},"precededBy":["developed creativity"],"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":154},{"name":"sabotaged knowledge","displayName":"Sabotaged knowledge","desc":"@all researches, knowledges and traits have their [science] costs increased. <>For every 20 [science] from the original cost, the new cost is increased by 2. (For example, if a research costs 100 [science], it will cost 120 as long as this trait is active.) @maximum increase is 18.//dissenters...it sure seems like","icon":[23,3,"magixmod",6,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":210,"chance":1500,"req":{"developed creativity":true,"season for inventing":false},"precededBy":["developed creativity"],"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":155},{"name":"liberality","displayName":"Liberality","desc":"@all researches, knowledges and traits have their [influence] costs reduced. <>For every 40 [influence] from the original cost, the new cost is reduced by 2. (For example, if a research costs 100 [influence], it will cost 92 as long as this trait is active.) @maximum reduction is 30.//democration...right?","icon":[24,3,"magixmod",11,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":156},{"name":"disauthority","displayName":"Disauthority","desc":"@all researches, knowledges and traits have their [influence] costs increased. <>For every 20 [influence] from the original cost, the new cost is increased by 2. (For example, if a research costs 100 [influence], it will cost 110 as long as this trait is active.) @maximum increase is 38.//lawlesness? Isn't it lawlessness?","icon":[23,3,"magixmod",11,4,"c2",23,1,"c2"],"type":"trait","cost":{"gentility":25,"creativity":5},"category":"short","startWith":0,"tier":30,"chance":150,"req":{"tribalism":false},"effects":[{"type":"function","invert":false},{"type":"function","invert":true}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":157},{"name":"ground melee weapons","displayName":"Ground melee weapons","desc":"@all [stone weapons,Melee weaponry] out of basic materials such as [stone] and [stick,Wood] will be crafted 20% faster. More complex weaponry will be crafted 10% faster. All melee weaponry decay 5% slower.","icon":[27,16,"c2"],"type":"trait","cost":{"discernment":6,"gentility":6},"category":"culture","startWith":0,"tier":12,"chance":15,"req":{"spears":true,"ground tools":false,"ground ranged weapons":false},"precededBy":["spears"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":160},{"name":"ground ranged weapons","displayName":"Ground ranged weapons","desc":"@all [bow,Ranged weaponry] out of basic materials such as [stone] and [stick,Wood] will be crafted 20% faster. More complex weaponry will be crafted 10% faster. All ranged weaponry decay 5% slower.","icon":[28,16,"c2"],"type":"trait","cost":{"discernment":6,"gentility":6},"category":"culture","startWith":0,"tier":12,"chance":15,"req":{"bows":true,"ground melee weapons":false,"ground tools":false},"precededBy":["bows"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":161},{"name":"carcass-looting","displayName":"Carcass-looting","desc":"@[gatherer]s can loot carcasses, granting some [meat] and [bone]s from dead [mosseer,Animals]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[29,18,"c2"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"scavenging":false,"branching wisdom":false,"dreaming":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":164},{"name":"dreaming","displayName":"Dreaming","desc":"@idle [worker]s gather [discernment] and [creativity] with a 8% of the speed of a [dreamer]. @Note: This trait is rather temporary and has a varied lifetime, but has a moderate chance to become permanent. Eventually, if this trait doesn't get adopted for good, it will no longer appear or swap with other traits from the primary category.","icon":[29,17,"c2"],"type":"trait","cost":{},"category":"short","startWith":0,"tier":0,"chance":1,"req":{"tribalism":true,"scavenging":false,"branching wisdom":false,"carcass-looting":false},"precededBy":["tribalism"],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":165},{"name":"branching wisdom","displayName":"Branching wisdom","desc":"@You gain an additional tech choice for various periods of time.@Note: This trait is rather temporary and will unfortunately expire quite quickly. This trait is rare and will no longer appear after you research a little bit.","icon":[29,19,"c2"],"type":"trait","cost":{"discernment":3,"creativity":3},"category":"short","startWith":0,"tier":6,"chance":4,"req":{"tribalism":true,"scavenging":false,"carcass-looting":false,"dreaming":false,"language":false},"precededBy":["tribalism"],"effects":[{"type":"function","invert":true},{"type":"function","invert":false}],"mod":"https://raw.githubusercontent.com/plasma4/magix-fix/master/magix.js","id":166}],"descriptions":{"name":"The identifier name of the thing","displayName":"The displayed name of the thing, which will be used instead of the identifier name","type":"The type of item that the thing was","tier":"The tier of the thing","visible":"Determines if the thing is visible by default","icon":"What icons to use and with multiple options and custom sprite sheet options","civ":"The civilization type for the achievement","special":"A special category that the achievement fits into","plural":"Determines if an achievement states how many times it has been achieved","names":"The names of the type of land that could be used","goods":"The goods that can be found in this land","res":"What resources can be harvested from those goods","mult":"The harvesting multiplier for a specific good","image":"The image to use for the land","ocean":"Determines if the land is ocean","score":"The score for the land. A higher score means that it is more suitable for living","desc":"The description for the thing","hidden":"If the thing is hidden by default","category":"What category the thing fits in","startWith":"How many of that thing you start with","colorGood":"The color to use when you hover over the resource and text appears showing you how you gained a certain amount of it and how much of it you earned. Defaults to #888888 if not defined","colorBad":"The color to use when you hover over the resource and text appears showing you how you lost a certain amount of it and how much of it you lost. Defaults to #888888 if not defined","fractional":"Determines if when gaining or losing the resource, the amount gained or lost is not randomly rounded using the randomFloor function","turnToByContext":"What happens when this resource is consumed","meta":"If this resource contains other resources within","tick":"What happens when a tick occurs; is a function","getDisplayAmount":"Gets how the resource is displayed; is a function","getIcon":"Gets how the thing is displayed; is a function","partOf":"What this resource is considered a part of, not the category displayed","subRes":"The subresources of a specific resource, if it exists","wonder":"The identifier of the achievment to gain upon completing the wonder if the unit is a wonder","wideIcon":"The wide icon for a wonder","threexthreeIcon":"The large three-by-three icon of a seasonal wonder","cost":"How much the thing costs to get","costPerStep":"How much each step of the wonder will cost","steps":"The number of steps for the wonder","messageOnStart":"The message to write upon starting to build the wonder","finalStepCost":"The cost of the final step of the wonder","finalStepDesc":"The message to write upon needing to complete the final step of the wonder","use":"How much this thing uses","req":"The requirements to unlock this thing","modes":"The modes that can be used for this thing","gizmos":"Determines if gizmos are shown","limitPer":"The limit for a specific item","upkeep":"The amount of upkeep that the unit requires","startMode":"The starting mode of the thing","effectsOff":"What to do when the policy is disabled","effects":"Various effects. Some effects may be functions or require specific contexts","tutorialMesg":"The message to write upon getting the technology","chance":"The chance of the trait or technology being selected","id":"The ID value of the thing","mod":"The link of the mod that was used to create the thing","precededBy":"What the thing requires to obtain","leadsTo":"What the thing leads to when obtained"},"sheets":{"magixmod":"https://file.garden/Xbm-ilapeDSxWf1b/MaGiXmOdB4Ta.png","magix2":"https://file.garden/ZmatEHzFI2_QBuAF/magix2.png?v=2.2","seasonal":"https://file.garden/Xbm-ilapeDSxWf1b/seasonalMagix.png","c2":"https://file.garden/Xbm-ilapeDSxWf1b/CiV2IconSheetB4Ta.png"}}`) \ No newline at end of file diff --git a/localDevelopment.js b/localDevelopment.js index 5fdaf2c..ae776b6 100644 --- a/localDevelopment.js +++ b/localDevelopment.js @@ -29,7 +29,7 @@ function getGameJSON(objectMode) { lands: extractObject(G.land, ["name", "displayName", "desc", "names", "goods", "icon", "image", "ocean", "score"]), goods: extractObject(G.goods, ["name", "displayName", "desc", "res", "icon", "mult"]), resources: extractObject(G.res, ["name", "displayName", "hidden", "desc", "category", "startWith", "colorGood", "colorBad", "icon", "fractional", "turnToByContext", "meta"], ["tick", "getDisplayAmount", "getIcon", "partOf"]), - units: extractObject(G.unit, ["name", "displayName", "desc", "wonder", "icon", "wideIcon", "threexthreeIcon", "cost", "costPerStep", "steps", "type", "messageOnStart", "finalStepCost", "finalStepDesc", "use", "req", "category", "modes", "gizmos", "limitPer", "upkeep"]), + units: extractObject(G.unit, ["name", "displayName", "desc", "wonder", "icon", "wideIcon", "threexthreeIcon", "startWith", "cost", "costPerStep", "steps", "type", "messageOnStart", "finalStepCost", "finalStepDesc", "use", "req", "category", "modes", "gizmos", "limitPer", "upkeep"]), policies: extractObject(G.policy, ["name", "displayName", "desc", "icon", "startMode", "req", "modes", "category"]), techs: extractObject(G.tech, ["name", "displayName", "desc", "icon", "type", "cost", "category", "startWith", "tier", "chance", "req", "tutorialMesg"]), traits: extractObject(G.trait, ["name", "displayName", "desc", "icon", "type", "cost", "category", "startWith", "tier", "chance", "req"]), diff --git a/magix-wiki.html b/magix-wiki.html index e87776b..3e5dc60 100644 --- a/magix-wiki.html +++ b/magix-wiki.html @@ -612,7 +612,7 @@

    Explore Magix data

    } c = t.startWith if (c) { - text += "
    Is avaliable at the start: yes" + text += t.startWith === true ? "
    Is avaliable at the start: yes" : "
    Amount given at the start: " + c } c = t.skip || (t.req && (t.req.tribalism === false)) if (c) { @@ -1027,7 +1027,7 @@

    Explore Magix data

    lands: ["name", "displayName", "desc", "names", "goods", "icon", "image", "ocean", "score"], goods: ["name", "displayName", "desc", "res", "icon", "mult"], resources: ["name", "displayName", "hidden", "desc", "category", "startWith", "colorGood", "colorBad", "icon", "fractional", "turnToByContext", "meta"], - units: ["name", "displayName", "desc", "wonder", "icon", "wideIcon", "threexthreeIcon", "cost", "costPerStep", "steps", "messageOnStart", "finalStepCost", "finalStepDesc", "use", "req", "category", "modes", "gizmos", "limitPer", "upkeep"], + units: ["name", "displayName", "desc", "wonder", "icon", "wideIcon", "threexthreeIcon", "startWith", "cost", "costPerStep", "steps", "messageOnStart", "finalStepCost", "finalStepDesc", "use", "req", "category", "modes", "gizmos", "limitPer", "upkeep"], policies: ["name", "displayName", "desc", "icon", "startMode", "req", "modes", "category"], techs: ["name", "displayName", "desc", "icon", "cost", "category", "startWith", "tier", "chance", "req", "tutorialMesg"], traits: ["name", "displayName", "desc", "icon", "cost", "category", "startWith", "tier", "chance", "req"] diff --git a/magix.js b/magix.js index c285327..61eaeb1 100644 --- a/magix.js +++ b/magix.js @@ -3182,7 +3182,7 @@ if (getObj("civ") != "1") { }); new G.Res({ name: 'wounded', - desc: '[adult,People] may get [wounded,wounded] due to work injuries, or from war. They do not [worker,work], but may slowly get better over time.', + desc: '[adult,People] may get [wounded,wounded] due to work injuries. They do not [worker,work], but may slowly get better over time.', partOf: 'population', icon: [7, 3], colorBad: 'lime', colorGood: '#f44' @@ -8712,7 +8712,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'church', - desc: 'Generates [faith], but slower than [soothsayer]. Further religion improvements may change it.', + desc: 'Generates [faith] slowly. Further religion improvements may change it!', icon: [6, 3, 'magixmod'], cost: { 'basic building materials': 2000, 'precious building materials': 20 }, upkeep: { 'faith': 0.001 }, @@ -8863,7 +8863,7 @@ if (getObj("civ") != "1") { new G.Unit({ name: 'mine of the plain island', displayName: 'Mine of the Island', - desc: 'Can mine new resources such as [cobalt ore]. They will be able to mine few other resources.', + desc: 'These mines are able to gather various ores, in particular, [cobalt ore]. They will be able to mine few other resources.', icon: [9, 2, 'magixmod'], cost: { 'basic building materials': 100 }, use: { 'land of the Plain Island': 5 }, @@ -8972,7 +8972,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'hardened house', - desc: '@provides 18 [housing]. Bigger, made with hardened materials. Has lower chances to waste.', + desc: '@provides 18 [housing]. These houses are larger and will have a significantly decreased chance to waste.', icon: [6, 6, 'magixmod', 4, 6, 'magixmod'], cost: { 'basic building materials': 1500, 'glass': 5 }, use: { 'land of the Plain Island': 1 }, @@ -9004,7 +9004,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'terrain conservator', - desc: '@A hired [terrain conservator] will convert 25 [land of the Plain Island] into 25 [alchemy zone]s.', + desc: 'Each [terrain conservator] will convert 25 [land of the Plain Island] into 25 [alchemy zone]s for your alchemists to use.', icon: [17, 6, 'magixmod'], gizmos: true, modes: { @@ -9048,7 +9048,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'paradise blacksmith workshop', - desc: '@forges metal goods out of ingots<>The [paradise blacksmith workshop,Blacksmith] takes the same pride in shaping the tool that tills as they do the sword that slays.', + desc: '@forges metal goods out of ingots<>This [paradise blacksmith workshop,Blacksmith] takes the same pride in shaping the tool that tills as they do the sword that slays.', icon: [19, 14, 'magixmod', 20, 14, 'magixmod'], cost: { 'basic building materials': 150 }, use: { 'land of the Paradise': 1, 'industry point': 1 }, @@ -9111,7 +9111,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'alcohol brewing stand', - desc: '[alchemist]s can brew [alcohol brews,Alcohol] here. These drinks are harmful for [health] but may be needed to make potions!', + desc: '[alchemist]s can brew [alcohol brews,Alcohol] here. These drinks will harm your people\'s [health] but may be needed to make potions!', icon: [19, 9, 'magixmod'], cost: { 'basic building materials': 4 }, req: { 'alchemy': true, 'alcohol brewing': true }, @@ -9124,7 +9124,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'mana crafting stand', - desc: 'Here, [alchemist]s can craft [mana] with the same recipe that your [mana maker] learned.', + desc: 'Here, [alchemist]s can craft [mana] with the same recipe that your [mana maker]s discovered.', icon: [19, 10, 'magixmod'], cost: { 'basic building materials': 4 }, upkeep: { 'water': 0.25 }, @@ -9139,7 +9139,7 @@ if (getObj("civ") != "1") { category: 'alchemy', }); new G.Unit({ - name: 'alcohol drinks brewing stand', + name: 'alcohol drink brewing stand', desc: 'There [alchemist]s can brew drinks with the help of [alcohol pot,Alcohol], which are tasty but will harm [health]. This stand will be able to craft either [wine] or [pot of vodka].', icon: [19, 8, 'magixmod'], cost: { 'basic building materials': 4.3 }, @@ -9148,7 +9148,7 @@ if (getObj("civ") != "1") { gizmos: true, modes: { 'wine': { name: 'Craft wine at this stand', icon: [8, 10, 'magixmod'], desc: 'At this stand you may craft [wine], an [alcohol brews,Alcohol].', use: { 'alchemist': 1 } }, - 'vodka': { name: 'Craft vodka at this stand', icon: [10, 10, 'magixmod'], desc: 'At this stand you may craft [pot of vodka,Vodka], an [alcohol brews,Alcohol]. This drink is very harmful for [health], so take care of the [health] of your people.', use: { 'alchemist': 1 } }, + 'vodka': { name: 'Craft vodka at this stand', icon: [10, 10, 'magixmod'], desc: 'At this stand you may craft [pot of vodka,Vodka], an [alcohol brews,Alcohol]. This drink harms [health] a lot, so take care of the [health] of your people.', use: { 'alchemist': 1 } }, }, effects: [ { type: 'convert', from: { 'alcohol pot': 0.1, 'water': 0.7, 'mundane water pot': 0.15, 'fruit': 0.6, 'sweet water pot': 0.25 }, into: { 'wine': 1 }, every: 4, mode: 'wine' }, @@ -9159,7 +9159,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'medicament brewing stand', - desc: 'There [alchemist]s can brew healthy syrups that may heal [sick,sick people] and cure other diseases. Not so tasty, but good for everyone\'s [health]. You can craft [herb syrup], [essenced herb syrup], and [antidotum] here.', + desc: 'There [alchemist]s can brew healthy syrups that may heal [sick,sick people] and cure other diseases. Not very tasty, but good for everyone\'s [health]. You can craft [herb syrup], [essenced herb syrup], and [antidotum] here.', icon: [19, 5, 'magixmod'], cost: { 'basic building materials': 4.3 }, req: { 'alchemy': true, 'medicaments brewing': true }, @@ -9207,7 +9207,6 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'florist', - startWith: 0, desc: '@a subclass of [gatherer]s that collect [flowers] @has its use in both healing and painting', icon: [7, 11, 'magixmod'], cost: {}, @@ -9266,7 +9265,7 @@ if (getObj("civ") != "1") { gizmos: true, //upkeep:{'food':0.2}, modes: { - 'sugar': { name: 'Extract sugar out of cane', icon: [15, 2, 'magixmod'], desc: 'This artisan will only extract [sugar] out of [sugar cane]. At least he will craft needed ingredient of tasty [juices].', use: { 'worker': 1 } }, + 'sugar': { name: 'Extract sugar from sugar cane', icon: [15, 2, 'magixmod'], desc: 'This artisan will only extract [sugar] out of [sugar cane]. At least he will craft needed ingredient of tasty [juices].', use: { 'worker': 1 } }, 'juicesF': { name: 'Craft juices out of fruits', icon: [14, 3, 'magixmod'], desc: 'This artisan will craft [juices] out of [fruit]s, [sugar] and [water]. They have a good taste. :>', use: { 'worker': 1 } }, 'juicesW': { name: 'Craft juices out of vegetables', icon: [17, 3, 'magixmod'], desc: 'This artisan will craft [juices] out of [vegetable]s, [sugar] and [water]. They also have a good taste, but you cannot craft [juices] out of all [vegetable] types, so this mode is 10% less effective at conversion. :)', use: { 'worker': 1 }, req: { "moar juices": true } }, 'juicesE': { name: 'Craft juices out of exotic fruits', icon: [24, 0, 'magix2'], desc: 'This artisan will craft [exotic juices] out of [exotic fruit]s, [sugar] and [water]. These taste much better compared to normal [juices]! :O', use: { 'worker': 1 }, req: { "exotic blending": true } }, @@ -9453,7 +9452,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'farm of naturdaisies', - desc: 'Naturdaisies grow on big "trees" that can release these essenced beauties. Then people gather them and disenchant them, gaining useful [nature essence] from them.', + desc: 'Naturdaisies like to grow on big "trees" that can release these essenced beauties. Then people gather them and disenchant them, gaining useful [nature essence] from them.', icon: [28, 6, 'magixmod'], cost: { 'essenced seeds': 300, 'nature essence': 1000, 'herb': 100 }, req: { 'lightlily & Naturdaisy': true }, @@ -9469,7 +9468,7 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'farm of lightlilies', - desc: 'A lightlily can have petals with a mysterious lightning shape. People are cautious because the flowers get electrified sometimes. Cutting the stalk and disenchanting it allows people to gather some useful [lightning essence].', + desc: 'A lightlily can have petals with a mysterious lightning shape. People are a little cautious around them due to their risk of being electrified. Cutting the stalk and disenchanting it allows people to gather some useful [lightning essence].', icon: [28, 5, 'magixmod'], cost: { 'essenced seeds': 300, 'lightning essence': 1000, 'herb': 100 }, req: { 'lightlily & Naturdaisy': true }, @@ -9730,7 +9729,7 @@ if (getObj("civ") != "1") { new G.Unit({ name: 'pagoda of democracy', displayName: 'Pagoda of Democracy', - desc: '@leads to the Democration victory<>The rather charming and nice-looking pagoda looms over a forest of cherry blossoms. In the name of justice and democration. It is more political thing so that\'s why you see it in political category. This wonder is like fertilizer for the roots of justice. This wonder is tied to [influence] and [authority] so they will be required during construction.', + desc: '@leads to the Democration victory<>The rather charming and nice-looking pagoda looms over a forest of cherry blossoms that represents justice and beliefs in freedom. It is more political thing so that\'s why you see it in political category. This wonder is like fertilizer for the roots of justice. This wonder is tied to [influence] and [authority] so they will be required during construction.', wonder: 'democration', icon: [6, 13, 'magixmod'], wideIcon: [5, 13, 'magixmod'], @@ -13752,7 +13751,7 @@ if (getObj("civ") != "1") { }); new G.Tech({ name: 'mo \'wine', category: 'upgrade', - desc: '[alcohol brewing stand] and [alcohol drinks brewing stand] become thrice as efficient.', + desc: '[alcohol brewing stand] and [alcohol drink brewing stand] become thrice as efficient.', icon: [15, 23, 'magixmod'], cost: { 'insight II': 80, 'science': 5 }, req: { 'Improved alchemy techniques': true }, @@ -22305,7 +22304,7 @@ if (getObj("civ") != "1") { }); new G.Res({ name: 'wounded', - desc: '[adult,Elves] may get [wounded,wounded] due to work injuries, or from war. They do not [worker,work], but may slowly improve.', + desc: '[adult,Elves] may get [wounded,wounded] due to work injuries. They do not [worker,work], but may slowly improve.', partOf: 'population', icon: [7, 3, 'c2'], category: 'demog', @@ -24431,7 +24430,6 @@ if (getObj("civ") != "1") { }); new G.Unit({ name: 'florist', - startWith: 0, desc: '@a subclass of [gatherer]s that collect [flowers] @has its use in both healing and painting', icon: [27, 4, 'c2'], cost: {}, diff --git a/magixUtils.js b/magixUtils.js index 31383d8..f286a6f 100644 --- a/magixUtils.js +++ b/magixUtils.js @@ -5571,7 +5571,7 @@ G.AddData({ } else if (me.type == 'portal') { str += '
    Portal activated
    '; - str += '
    Now you can unlock new things, discover new stuff and many more.
    '; + str += '
    Now you can unlock new things, discover new content, and much more!
    '; ''; } else {