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	<title>A Wiki in the Desert - User contributions [en]</title>
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	<updated>2026-06-02T05:21:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Test_of_the_Acrobat&amp;diff=107363</id>
		<title>Test of the Acrobat</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Test_of_the_Acrobat&amp;diff=107363"/>
		<updated>2019-09-22T16:24:26Z</updated>

		<summary type="html">&lt;p&gt;Manon: facets taught to get 3rd facet per move per teacher.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test&lt;br /&gt;
| name          = The Test of the Acrobat&lt;br /&gt;
| discipline    = The Human Body&lt;br /&gt;
| image         = Human Body Test Icons_Acrobat.png&lt;br /&gt;
| level         = &lt;br /&gt;
| requirements  = &lt;br /&gt;
| demonstration = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Train by seeking out masters in 28 moves. You will master four moves immediately, and may teach others.&lt;br /&gt;
&lt;br /&gt;
[[Image:AcroMaster.png]]&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
After careful instruction, you master: ''&amp;lt;4 Random Acrobat Moves&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Instruct students in total solitude - for best concentration, nobody else should be around.&lt;br /&gt;
&lt;br /&gt;
== Task ==&lt;br /&gt;
[[Task/Test of the Acrobat]]&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
The '''Test of the Acrobat''' is a [[Tests|test]] available in the discipline of [[Body]].&lt;br /&gt;
&lt;br /&gt;
Each of the 28 acrobatic moves has 7 facets which must be learned in order to master the move. Your Tests menu will allow you to track your progress in various moves as well as perform the moves.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
When you start the Test of the Acrobat, you will be taught four acrobatic moves. &lt;br /&gt;
&lt;br /&gt;
Acrobats may attempt to teach each other by standing near each other and performing their moves. If other people stand too close to the acrobats (within about 5 coords), they will be unable to learn from each other. You must have performed an acro move in the last 3 minutes in order to be able to learn (teacher gets a &amp;quot;student isn't paying attention&amp;quot; message otherwise, and this does mean the first move in a session is useless).&lt;br /&gt;
&lt;br /&gt;
== Teaching and Learning Facets ==&lt;br /&gt;
When a teacher performs a move before a student, the chance that the student will learn a facet is determined as follows (checked in order):&lt;br /&gt;
&lt;br /&gt;
# There is a 50% chance that the student will not follow the move on any given attempt, regardless of other factors.&lt;br /&gt;
# There is a fixed chance that this teacher can teach this move to this student, based on how good the teacher is for this student. This chance does not vary with repeated attempts at teaching—either the teacher can teach this move, or he cannot. The chances are:&lt;br /&gt;
## Perfect master - 100% - (see comments below if this seems weird to you)&lt;br /&gt;
## Great teacher - 50% (1 in 2 chance)&lt;br /&gt;
## Pretty good teacher - 25% (1 in 4 chance)&lt;br /&gt;
## Last resort - 6.25% (1 in 16 chance)&lt;br /&gt;
## Blur - 1.5625% (1 in 64 chance) There is some debate whether the percentages for complete blur and last resort are switched, but the above percentages are what Teppy said they were.&lt;br /&gt;
# If the student can learn multiple facets, subsequent facets will be available only if the previous ones were.&lt;br /&gt;
# If the above checks succeed, the student will learn a facet if one he doesn't already know is available to be taught by this teacher. The facets available are based on the combination of student, teacher, and move- and will not change with successive attempts at teaching. For each facet per move a given student can potentially learn as above, one of the seven facets of the move is chosen randomly (with replacement - the same facet may have been chosen more than once)&lt;br /&gt;
## If one or more of the chosen facets are not already known to the student, the student learns one.&lt;br /&gt;
## If the student already knows all the available facets, then he cannot learn any additional facets from this teacher, and teacher and student receive a message &amp;quot;follows the move&amp;quot;. This message means that it's impossible to learn more of this move from this teacher, unless after seeing this message the student teaches a 14th or 980th facet and gains the ability to learn an additional facet per teacher.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:'''&lt;br /&gt;
The number of facets of each move that a student may learn from a given teacher is based on the total number of facets that the student has taught to other acrobats.&lt;br /&gt;
&lt;br /&gt;
* A student who has taught less than 14 facets can learn at most one facet per move per teacher.&lt;br /&gt;
* A student who has taught 14 or more and less than 644 facets can learn at most two facets per move per teacher.&lt;br /&gt;
* A student who has taught 343 or more facets can learn at most three facets per move per teacher.(confirmed by Apophis)&lt;br /&gt;
* There is no way to learn a 4th facet per move per teacher.&lt;br /&gt;
&lt;br /&gt;
== University of Body Acro Tutors ==&lt;br /&gt;
&lt;br /&gt;
Every 31 days from the time you first get the test you can petition the University of Body Tutors to show you a move.  The new move is randomly selected from your list of unlearned moves {{8ok}}.  It is unlikely you could complete the entire acro sequence by University Tutors but you can advance plus that ever pesky Last Facet can be tamed by a timely visit to the Tutors.&lt;br /&gt;
&lt;br /&gt;
== Passing the Test ==&lt;br /&gt;
After mastering all 28 moves, the acrobat passes the test.&lt;br /&gt;
&lt;br /&gt;
When you pass the test you will get a new option on your emote menu: Demonstrate Masterful Dexterity.&lt;br /&gt;
&lt;br /&gt;
== Bonuses ==&lt;br /&gt;
As you master new moves, you gain [[Talent Points]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The message &amp;quot;Although you don't pick up anything new, you do follow the move: ABC&amp;quot; means that this teacher has already taught you move ABC as many times as you can currently learn from that person.&lt;br /&gt;
* Acronyms such as &amp;quot;AI&amp;quot; for &amp;quot;Asian Influence&amp;quot; are almost always used for acro moves - see the table below for the standard names.&lt;br /&gt;
* A player's Info box now contains a list of all acro moves, and how many facets are known.  The colour changes, and the move becomes a clickable box once learnt.  To access this, click the Acro tab at the top of the Information Box.  If there is no Acro box, the player has not yet started the Test of the Acrobat&lt;br /&gt;
&lt;br /&gt;
== Common Acronyms ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Move !! Acronym !! &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp; !! Move !! Acronym&lt;br /&gt;
|-&lt;br /&gt;
| Asian Influence || AI || || Lunge || LU&lt;br /&gt;
|-&lt;br /&gt;
| Broad Jump || BJ || || Pinwheel || PW&lt;br /&gt;
|-&lt;br /&gt;
| Cartwheels || CW || || Push-Ups || PU&lt;br /&gt;
|-&lt;br /&gt;
| Cat Stretch || CS || || Rear Squat || RS&lt;br /&gt;
|-&lt;br /&gt;
| Clapping Push-ups || CPU || || Roundoff || RO&lt;br /&gt;
|-&lt;br /&gt;
| Crunches || CR || || Run in Place || RIP&lt;br /&gt;
|-&lt;br /&gt;
| Front Tuck || FT || || Side Bends || SB&lt;br /&gt;
|-&lt;br /&gt;
| Handplant || HP || || Somersault || SS&lt;br /&gt;
|-&lt;br /&gt;
| Handstand || HS || || Spin Flip || SF&lt;br /&gt;
|-&lt;br /&gt;
| Inverted Push-ups || IP || || Squat Thrust || ST&lt;br /&gt;
|-&lt;br /&gt;
| Jump Split || JS || || Squats || SQ&lt;br /&gt;
|-&lt;br /&gt;
| Jumping Jacks || JJ || || Toe Touches || TT&lt;br /&gt;
|-&lt;br /&gt;
| Kick-Up || KU || || Wide Squat || WS&lt;br /&gt;
|-&lt;br /&gt;
| Leg Stretch || LS || || Windmill || WM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demonstration Requirements ==&lt;br /&gt;
Demonstrating the Test of the Acrobat required one to posses a Dexterity of 7, even fleetingly (i.e. from herb-stacking).&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
* Check out [[Template:Acro]] if you want to put your progress on your user page.&lt;br /&gt;
* A simple guide to the Acroline: https://www.atitd.org/wiki/tale7/Test_of_the_Acrobat/Acroline.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Test_of_the_Acrobat&amp;diff=106792</id>
		<title>Test of the Acrobat</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Test_of_the_Acrobat&amp;diff=106792"/>
		<updated>2019-09-20T17:48:49Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test&lt;br /&gt;
| name          = The Test of the Acrobat&lt;br /&gt;
| discipline    = The Human Body&lt;br /&gt;
| image         = Human Body Test Icons_Acrobat.png&lt;br /&gt;
| level         = &lt;br /&gt;
| requirements  = &lt;br /&gt;
| demonstration = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Train by seeking out masters in 28 moves. You will master four moves immediately, and may teach others.&lt;br /&gt;
&lt;br /&gt;
[[Image:AcroMaster.png]]&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
After careful instruction, you master: ''&amp;lt;4 Random Acrobat Moves&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Instruct students in total solitude - for best concentration, nobody else should be around.&lt;br /&gt;
&lt;br /&gt;
== Task ==&lt;br /&gt;
[[Task/Test of the Acrobat]]&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
The '''Test of the Acrobat''' is a [[Tests|test]] available in the discipline of [[Body]].&lt;br /&gt;
&lt;br /&gt;
Each of the 28 acrobatic moves has 7 facets which must be learned in order to master the move. Your Tests menu will allow you to track your progress in various moves as well as perform the moves.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
When you start the Test of the Acrobat, you will be taught four acrobatic moves. &lt;br /&gt;
&lt;br /&gt;
Acrobats may attempt to teach each other by standing near each other and performing their moves. If other people stand too close to the acrobats (within about 5 coords), they will be unable to learn from each other. You must have performed an acro move in the last 3 minutes in order to be able to learn (teacher gets a &amp;quot;student isn't paying attention&amp;quot; message otherwise, and this does mean the first move in a session is useless).&lt;br /&gt;
&lt;br /&gt;
== Teaching and Learning Facets ==&lt;br /&gt;
When a teacher performs a move before a student, the chance that the student will learn a facet is determined as follows (checked in order):&lt;br /&gt;
&lt;br /&gt;
# There is a 50% chance that the student will not follow the move on any given attempt, regardless of other factors.&lt;br /&gt;
# There is a fixed chance that this teacher can teach this move to this student, based on how good the teacher is for this student. This chance does not vary with repeated attempts at teaching—either the teacher can teach this move, or he cannot. The chances are:&lt;br /&gt;
## Perfect master - 100% - (see comments below if this seems weird to you)&lt;br /&gt;
## Great teacher - 50% (1 in 2 chance)&lt;br /&gt;
## Pretty good teacher - 25% (1 in 4 chance)&lt;br /&gt;
## Last resort - 6.25% (1 in 16 chance)&lt;br /&gt;
## Blur - 1.5625% (1 in 64 chance) There is some debate whether the percentages for complete blur and last resort are switched, but the above percentages are what Teppy said they were.&lt;br /&gt;
# If the student can learn multiple facets, subsequent facets will be available only if the previous ones were.&lt;br /&gt;
# If the above checks succeed, the student will learn a facet if one he doesn't already know is available to be taught by this teacher. The facets available are based on the combination of student, teacher, and move- and will not change with successive attempts at teaching. For each facet per move a given student can potentially learn as above, one of the seven facets of the move is chosen randomly (with replacement - the same facet may have been chosen more than once)&lt;br /&gt;
## If one or more of the chosen facets are not already known to the student, the student learns one.&lt;br /&gt;
## If the student already knows all the available facets, then he cannot learn any additional facets from this teacher, and teacher and student receive a message &amp;quot;follows the move&amp;quot;. This message means that it's impossible to learn more of this move from this teacher, unless after seeing this message the student teaches a 14th or 980th facet and gains the ability to learn an additional facet per teacher.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:'''&lt;br /&gt;
The number of facets of each move that a student may learn from a given teacher is based on the total number of facets that the student has taught to other acrobats.&lt;br /&gt;
&lt;br /&gt;
* A student who has taught less than 14 facets can learn at most one facet per move per teacher.&lt;br /&gt;
* A student who has taught 14 or more and less than 980 facets can learn at most two facets per move per teacher.&lt;br /&gt;
* A student who has taught 980 or more facets can learn at most three facets per move per teacher.&lt;br /&gt;
---I believe you need less facets taught to be able to learn a 3rd facet per move in T9. I am at 504 facets taught and just learned a facet from someone who I followed last week. Manon.&lt;br /&gt;
&lt;br /&gt;
== University of Body Acro Tutors ==&lt;br /&gt;
&lt;br /&gt;
Every 31 days from the time you first get the test you can petition the University of Body Tutors to show you a move.  The new move is randomly selected from your list of unlearned moves {{8ok}}.  It is unlikely you could complete the entire acro sequence by University Tutors but you can advance plus that ever pesky Last Facet can be tamed by a timely visit to the Tutors.&lt;br /&gt;
&lt;br /&gt;
== Passing the Test ==&lt;br /&gt;
After mastering all 28 moves, the acrobat passes the test.&lt;br /&gt;
&lt;br /&gt;
When you pass the test you will get a new option on your emote menu: Demonstrate Masterful Dexterity.&lt;br /&gt;
&lt;br /&gt;
== Bonuses ==&lt;br /&gt;
As you master new moves, you gain [[Talent Points]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The message &amp;quot;Although you don't pick up anything new, you do follow the move: ABC&amp;quot; means that this teacher has already taught you move ABC as many times as you can currently learn from that person.&lt;br /&gt;
* Acronyms such as &amp;quot;AI&amp;quot; for &amp;quot;Asian Influence&amp;quot; are almost always used for acro moves - see the table below for the standard names.&lt;br /&gt;
* A player's Info box now contains a list of all acro moves, and how many facets are known.  The colour changes, and the move becomes a clickable box once learnt.  To access this, click the Acro tab at the top of the Information Box.  If there is no Acro box, the player has not yet started the Test of the Acrobat&lt;br /&gt;
&lt;br /&gt;
== Common Acronyms ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Move !! Acronym !! &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp; !! Move !! Acronym&lt;br /&gt;
|-&lt;br /&gt;
| Asian Influence || AI || || Lunge || LU&lt;br /&gt;
|-&lt;br /&gt;
| Broad Jump || BJ || || Pinwheel || PW&lt;br /&gt;
|-&lt;br /&gt;
| Cartwheels || CW || || Push-Ups || PU&lt;br /&gt;
|-&lt;br /&gt;
| Cat Stretch || CS || || Rear Squat || RS&lt;br /&gt;
|-&lt;br /&gt;
| Clapping Push-ups || CPU || || Roundoff || RO&lt;br /&gt;
|-&lt;br /&gt;
| Crunches || CR || || Run in Place || RIP&lt;br /&gt;
|-&lt;br /&gt;
| Front Tuck || FT || || Side Bends || SB&lt;br /&gt;
|-&lt;br /&gt;
| Handplant || HP || || Somersault || SS&lt;br /&gt;
|-&lt;br /&gt;
| Handstand || HS || || Spin Flip || SF&lt;br /&gt;
|-&lt;br /&gt;
| Inverted Push-ups || IP || || Squat Thrust || ST&lt;br /&gt;
|-&lt;br /&gt;
| Jump Split || JS || || Squats || SQ&lt;br /&gt;
|-&lt;br /&gt;
| Jumping Jacks || JJ || || Toe Touches || TT&lt;br /&gt;
|-&lt;br /&gt;
| Kick-Up || KU || || Wide Squat || WS&lt;br /&gt;
|-&lt;br /&gt;
| Leg Stretch || LS || || Windmill || WM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demonstration Requirements ==&lt;br /&gt;
Demonstrating the Test of the Acrobat required one to posses a Dexterity of 7, even fleetingly (i.e. from herb-stacking).&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
* Check out [[Template:Acro]] if you want to put your progress on your user page.&lt;br /&gt;
* A simple guide to the Acroline: https://www.atitd.org/wiki/tale7/Test_of_the_Acrobat/Acroline.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Firepit&amp;diff=102620</id>
		<title>Firepit</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Firepit&amp;diff=102620"/>
		<updated>2019-09-08T03:13:15Z</updated>

		<summary type="html">&lt;p&gt;Manon: fixed the Pyrolysis typo so it points to the correct page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Firepit&lt;br /&gt;
| image        = Stoking.png&lt;br /&gt;
| location     = [[Outside]]&lt;br /&gt;
| size         = &lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Pyrolisis]]&lt;br /&gt;
* [[Level 1]]&lt;br /&gt;
| material1    = [[Firebricks]]&lt;br /&gt;
| qty1         = 40&lt;br /&gt;
| material2    = [[Slate]]&lt;br /&gt;
| qty2         = 80&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Warning: USING firepits causes Soot [[Pollution]]'''&lt;br /&gt;
&lt;br /&gt;
A '''firepit''' allows for the safe burning of [[wood]] with the help of [[flint]] and [[tinder]] to start the fire. The residue of a firepit is [[charcoal]]. [[Fish]] and [[vegetables]] can be [[Grilled Food|grilled]] over the fire. Additionally, some items can be burned in a firepit to produce [[ash]] or [[lime]]. &lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This building becomes available once you have learned the [[Pyrolysis]] tech and Level 1 Skill. The [[Carving]] skill is also required for Tinder.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
* 40 [[requires::Firebricks]]&lt;br /&gt;
* 80 [[requires::Slate]]&lt;br /&gt;
&lt;br /&gt;
Built Outside (Self &amp;gt; Projects &amp;gt; Charcoal).&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
* Produce [[produces::Charcoal]] from 200 [[Wood]].&lt;br /&gt;
* Add up to 20 of each type of [[Fish]] and [[Vegetables]], except [[Leeks]], to produce [[produces::Grilled Cucumbers]], [[produces::Grilled Cabbage]], [[produces::Grilled Carrots]], [[produces::Grilled Garlic]], [[produces::Grilled Onions]], [[produces::Grilled Peppers]], [[produces::Grilled Watermelons]], [[produces::Grilled Fish]], and [[produces::Grilled Eggplant]].  You will need a [[Sharpened Stick]] for each type of food being grilled.&lt;br /&gt;
* Add up to 100 [[Leeks]], 100 [[Dried Flax]], and/or 100 [[Dried Papyrus]] to produce [[produces::Ash]].&lt;br /&gt;
* Add up to 100 [[Limestone]] to produce [[produces::Lime]]. &lt;br /&gt;
&lt;br /&gt;
=== Starting the fire ===&lt;br /&gt;
&lt;br /&gt;
You need 1 [[Flint]], 1 [[Tinder]], and 200 [[Wood]] to start the fire. '''Note that if you intend to grill food, you need to add it to the fire BEFORE you light it.''' The flint is not consumed.&lt;br /&gt;
&lt;br /&gt;
Each attempt to light a fire can:&lt;br /&gt;
&lt;br /&gt;
* Succeed;&lt;br /&gt;
* Fail - you can try again immediately;&lt;br /&gt;
* Fail and consume the [[Tinder]] - you will need to add more before trying again.&lt;br /&gt;
&lt;br /&gt;
You will sometimes gain skill in [[Firebuilding]] by attempting to light a fire.&lt;br /&gt;
&lt;br /&gt;
=== Stoking the fire ===&lt;br /&gt;
&lt;br /&gt;
Once a fire has been lit, you have the option of stoking it if you have a [[Sharpened Stick]] or an [[Iron Poker]].  If you have both, it will let you choose which to use. Both seem to act identically other than that the poker does not seem to have a chance to burn up. Stoking a fire correctly keeps it burning longer, which increases its charcoal, ash, and lime yields. Stoking does not affect [[Grilled Food]] yields. &lt;br /&gt;
&lt;br /&gt;
A firepit runs through the following stages:&lt;br /&gt;
&lt;br /&gt;
* A very dim warmup stage, immediately after lighting. Stoking the fire at this stage will put the fire out immediately and you will recover all materials except Tinder unburned.&lt;br /&gt;
* Burning merrily: a normal stage where the fire is orange. Stoking the fire at this stage will put it out, but not immediately - it will go to the &amp;quot;smouldering out&amp;quot; stage first. This phase can last for anywhere from 10 to 45+ seconds.&lt;br /&gt;
* Periodically, the fire will brighten then dim (orange -&amp;gt; yellow -&amp;gt; white -&amp;gt; yellow -&amp;gt; orange) over a period of 14–15 seconds. This period is a stoking phase. You must stoke the fire exactly once during this entire brightening sequence, and preferably before it goes from white -&amp;gt; yellow. If you correctly stoke the fire, it will continue burning and return to the previous &amp;quot;normal&amp;quot; stage at the end of this stage.  Be careful you stoke the fire only once over the ''entire'' brightening sequence, otherwise it will quickly smolder the fire, decreasing the fire burn time by 6 minutes than if it slowly smoldered out. If you do not stoke the fire in time, it will slowly &amp;quot;smouldering out&amp;quot; over a period of 6 teppy minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Firecycles.jpg|Image showing the colours of the 3 fire cycles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you look at the center of the fire with a color picking program it is trivial to know when a stoke phase occurs. The Hue of a fire will be 60 during the no-stoke phase, and then the Hue will drop to 0 for the stoke phase. &lt;br /&gt;
&lt;br /&gt;
* '''Smouldering out:''' The fire has gone out and the firepit is cooling. This stage takes approximately '''6 Teppy Minutes''' (About 6:34 real time). You will get a message in Main (&amp;quot;Your firepit has smouldered out&amp;quot;) when the fire finishes cooling. At this point, the final products are produced and can be taken from the firepit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible to leave the byproducts of firepit usage (charcoal, lime, ash) inside the firepit and still use it.&lt;br /&gt;
&lt;br /&gt;
== Other Tips ==&lt;br /&gt;
&lt;br /&gt;
* When you first start, it is imporant not to panic—the flames are going to seem to fluctuate between the stages. What you are looking for are the times when it holds the color—long stretches of orange—a solid few seconds of yellow—the blinding white and so on. &lt;br /&gt;
&lt;br /&gt;
* Wait for the Orange. You do your thing after orange—and after staring at orange for so long—the change to yellow/white is an obvious one and you can stoke.&lt;br /&gt;
&lt;br /&gt;
* For record purposes, it helps to type the stoke number into main—so you can keep track of how many stokes you've done—and the approximate time spent.&lt;br /&gt;
&lt;br /&gt;
=== Half-an-Eye Stoking Method ===&lt;br /&gt;
You can use the (pinned) firepit menu to help you track whether you've already stoked that cycle. This method allows you to keep half an eye on the firepit instead of watching like a hawk for the fire to change color. &lt;br /&gt;
&lt;br /&gt;
Starting the fire:&lt;br /&gt;
#Light the firepit and pin the menu. The menu should show an option to &amp;quot;Stoke the Fire&amp;quot; with your [[Iron Poker]] or [[Sharpened Stick]].&lt;br /&gt;
#Wait for the first time the fire turns white hot or yellow. '''Click''' the &amp;quot;Stoke&amp;quot; action, and notice that the &amp;quot;Stoke&amp;quot; menu item disappears.&lt;br /&gt;
#The next time you see that the fire is deep orange, click on an empty spot in the pinned menu so that the &amp;quot;Stoke&amp;quot; menu item reappears. &lt;br /&gt;
&lt;br /&gt;
Now that the fire is started, you only have to worry about the stoke cycle twice:&lt;br /&gt;
*If you look at the fire and see that it's dark orange, then click the pinned menu to make sure that the &amp;quot;Stoke&amp;quot; menu item is visible. &lt;br /&gt;
*If you look at the fire and see that it's yellow or white, check the pinned menu. It will be in one of two states: &lt;br /&gt;
**If the &amp;quot;Stoke&amp;quot; option is available, click it. &lt;br /&gt;
**If the &amp;quot;Stoke&amp;quot; option is '''not''' there, '''do not''' click anywhere on the menu. Now you can keep half an eye on the fire until it turns orange again. &lt;br /&gt;
&lt;br /&gt;
In both cases, make sure to click the menu instead of using the [[Hotkey]] to stoke the fire.&lt;br /&gt;
&lt;br /&gt;
== Yield ==&lt;br /&gt;
&lt;br /&gt;
The yield of a firepit depends on:&lt;br /&gt;
&lt;br /&gt;
* The number of ingredients originally added.&lt;br /&gt;
* For lime, ash, and charcoal: the time (not number of stokes!) the firepit burned for.&lt;br /&gt;
&lt;br /&gt;
=== Optimal load ===&lt;br /&gt;
&lt;br /&gt;
The yield formula appears to involve some integer truncation. This means that you do not have to fully load the firepit to get maximum yield! The optimal loads for each resource are:&lt;br /&gt;
&lt;br /&gt;
* n*16 Limestone (16, 32, 48, 64, 80, 96)&lt;br /&gt;
* n*40 Leeks (40, 80)&lt;br /&gt;
* n*20 Dried Flax (20, 40, 60, 80, 100)&lt;br /&gt;
* n*20 Dried Papyrus (20, 40, 60, 80, 100)&lt;br /&gt;
&lt;br /&gt;
For example, if you have 20 limestone, add 16 to the firepit and keep the other 4. Adding 20 limestone will yield the same as adding 16. If you put less than 16 limestone in, you won't produce any lime.&lt;br /&gt;
&lt;br /&gt;
This also means that you shouldn't fully load a firepit with maximum amounts of everything. Only load 96 limestone and 80 leeks, not 100 of each, and you will still get the same yield.&lt;br /&gt;
&lt;br /&gt;
=== Sample yields ===&lt;br /&gt;
&lt;br /&gt;
This table shows yields for a full firepit and stoking times up to 60 minutes. Note that the actual burn time will be approximately 6 minutes longer due to warmup/cooldown periods. This assumes that fires are allowed to smolder out naturally; prematurely stoking the fire out incurs about a 5-minute penalty.&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellpadding=5&lt;br /&gt;
|-&lt;br /&gt;
! stoking time (teppyminutes) !! charcoal !! lime from 96 limestone !! ash from 100 dried flax !! ash from 80 leeks !! ash from 100 dried papyrus&lt;br /&gt;
|-&lt;br /&gt;
| -5 (stoking prematurely near beginning) || 15 || 8 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 0 || 25 || 13 || 11 || 4 || 17&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 30 || 16 || 14 || 5 || 23&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 34 || 19 || 15 || 6 || 28&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 38 || 20 || 17 || 6 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 41 || 22 || 18 || 7 || 36&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 43 || 23 || 19 || 7 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 45 || 24 || 20 || 8 || 42&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 51 || 28 || 23 || 9 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 56 || 30 || 25 || 10 || 57&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Vegetables and fish always yield 1 grilled food for every 1 ingredient, regardless of stoking time.&lt;br /&gt;
&lt;br /&gt;
''(Discussion of possible deviations from the formula/table moved to Discussion page.)''&lt;br /&gt;
&lt;br /&gt;
=== Yield Formula ===&lt;br /&gt;
&lt;br /&gt;
These formulas match the test data (see the discussion page) very well, and were used to generate the above table.&lt;br /&gt;
&lt;br /&gt;
  t = int( (burning duration in teppyseconds) / 30 )&lt;br /&gt;
  charcoal = int( t^(1/3) * 11 )&lt;br /&gt;
  lime from limestone = int( t^(1/3) * int(limestone/16) )&lt;br /&gt;
  ash from flax = int( t^(1/3) * int(flax/20) )&lt;br /&gt;
  ash from leeks = int( t^(1/3) * int(leeks/40) )&lt;br /&gt;
  ash from papy = int( t^(1/2) * int(papy/20) )&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Discussion about yield moved to the Discussion page)&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Maps/Chariot_Routes&amp;diff=102394</id>
		<title>Maps/Chariot Routes</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Maps/Chariot_Routes&amp;diff=102394"/>
		<updated>2019-09-07T13:06:52Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CondMap|&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To change closed to open, change the color value&lt;br /&gt;
Red (closed) : #e41032&lt;br /&gt;
Yellow (open one-way) : #ffff00&lt;br /&gt;
Green (open both ways) : #11bcd3&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
dlayer Routes 500&lt;br /&gt;
//Tanis (Meshwesh Delta) to Avaris (Asyut)&lt;br /&gt;
line 1010,6916:1923,1985 color:&amp;quot;#11bcd3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Tanis (Meshwesh Delta) to Kahun (Lahun)&lt;br /&gt;
line 1010,6916:-1263,4804 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Tanis (Meshwesh Delta) to Tell Ed Daba (East Sinai)&lt;br /&gt;
line 1010,6916:4336,6810 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Tell Ed Daba (East Sinai) to Taba (South Sinai)&lt;br /&gt;
line 4336,6810:3264,4756 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Tell Ed Daba (East Sinai) to Kahun (Lahun)&lt;br /&gt;
line 4336,6810:-1263,4804 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Kahun (Lahun) to Avaris (Asyut)&lt;br /&gt;
line -1263,4804:1923,1985 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Kahun (Lahun) to Dukki Gel (Kerma)&lt;br /&gt;
line -1263,4804:-1332,-1488 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Taba (South Sinai) to Avaris (Asyut)&lt;br /&gt;
&lt;br /&gt;
line 3264,4756:1923,1985 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
circ 3264,4756 50 stroke:false&lt;br /&gt;
&lt;br /&gt;
//Taba (South Sinai) to Sharuhen (Bernike)&lt;br /&gt;
line 3264,4756:2950,-1005 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Avaris (Asyut) to Dukki Gel (Kerma)&lt;br /&gt;
&amp;lt;!--line 1925,1985:-1332,-1488 color:&amp;quot;#e41032&amp;quot;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
//Avaris (Asyut) to Koptos (Upper Egypt)&lt;br /&gt;
line 1925,1985:830,-1834 color:&amp;quot;#00B32C&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Dukki Gel (Kerma) to Koptos (Upper Egypt)&lt;br /&gt;
line -1332,-1489:830,-1834 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Dukki Gel (Kerma) to Meroe (Meroe Desert)&lt;br /&gt;
line -1332,-1489:14,-7040 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Sharuhen (Bernike) to Koptos (Upper Egypt)&lt;br /&gt;
line 2949,-1007:830,-1834 color:&amp;quot;#00B32C&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Sharuhen (Bernike) to Sheba (Blemmyes)&lt;br /&gt;
line 2949,-1007:3807,-5623 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Koptos (Upper Egypt) to Valley of Queens (West Kush)&lt;br /&gt;
line 830,-1834:930,-4140 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Valley of Queens (West Kush) to Meroe (Meroe Desert)&lt;br /&gt;
line 930,-4140:14,-7040 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Valley of Queens (West Kush) to Sheba (Blemmyes)&lt;br /&gt;
line 930,-4140:3807,-5623 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Sheba (Blemmyes) to Meroe (Meroe Desert)&lt;br /&gt;
line 3807,-5623:14,-7040 color:&amp;quot;#e41032&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|contentonly={{{contentonly|no}}}|{{{2}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Also see [[Chariot Routes]]&lt;br /&gt;
[[Category:Atlas]] {{DEFAULTSORT:Chariot Stops}}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=True_Kiln&amp;diff=102220</id>
		<title>True Kiln</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=True_Kiln&amp;diff=102220"/>
		<updated>2019-09-06T21:23:18Z</updated>

		<summary type="html">&lt;p&gt;Manon: updated with the true kiln fix of today that it will revert back to 20 firings after repair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = True Kiln&lt;br /&gt;
| image        = True_Kiln.png&lt;br /&gt;
| location     = [[Compound]]&lt;br /&gt;
| size         = 9 × 7&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Kiln Construction]] level 1&lt;br /&gt;
| material1    = [[Firebricks]]&lt;br /&gt;
| qty1         = 48&lt;br /&gt;
| material2    = [[Bricks]]&lt;br /&gt;
| qty2         = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''True Kiln''' is a basic type of [[Kiln]] for firing wet objects. It is an upgrade from the [[Box Kiln]], with greater durability and the ability to fire a variety  of items.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This building becomes available after you have learned [[Kiln Construction]] and attained level 1.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
* 48 [[requires::Firebricks]]&lt;br /&gt;
* 100 [[requires::Bricks]]&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
* Turn up to 12 [[Wet Clay Bricks]] into [[produces::Clay Bricks]].&lt;br /&gt;
* Turn up to 12 [[Wet Clay Mortar]]s into [[produces::Clay Mortars]].&lt;br /&gt;
* Turn up to 12 [[Wet Clay Jugs]] into [[produces::Jugs]].&lt;br /&gt;
* Turn up to 12 [[Wet Firebricks]] into [[produces::Firebricks]]. &lt;br /&gt;
* Requires 6 [[Wood]] to fire.&lt;br /&gt;
&lt;br /&gt;
Note: You can mix resources in the kiln (e.g. 6 Wet Clay Jugs and 6 Wet Firebricks) up to the maximum capacity of 12 items.&lt;br /&gt;
&lt;br /&gt;
A newly built True Kiln will survive at least 20 firings and then can crumble at any time when firing. You may want to consider tearing it down for salvage before it crumbles to save on firebricks, or you may wish to repair it to save on regular bricks.&lt;br /&gt;
&lt;br /&gt;
You are told how many firings are left, before firing, with the statements:&lt;br /&gt;
&lt;br /&gt;
    This True Kiln will survive 4 firings&lt;br /&gt;
    This True Kiln will survive 3 firings&lt;br /&gt;
    This True Kiln will survive 2 firings&lt;br /&gt;
    This True Kiln may crumble at the next firing&lt;br /&gt;
&lt;br /&gt;
After a Kiln crumbles, the building doesn't disappear from the compound, but can be repaired for a cost of 1-20? Firebricks. Repairing the kiln reverts back to the 'The True Kiln firebricks will survive at least 20 more firings' message.&lt;br /&gt;
&lt;br /&gt;
==Related Buildings ==&lt;br /&gt;
*[[Box Kiln]]&lt;br /&gt;
*[[Vault Kiln]]&lt;br /&gt;
*[[Reinforced Kiln]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Test_of_the_Singing_Cicada&amp;diff=100248</id>
		<title>Test of the Singing Cicada</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Test_of_the_Singing_Cicada&amp;diff=100248"/>
		<updated>2019-09-01T03:47:17Z</updated>

		<summary type="html">&lt;p&gt;Manon: added link to the cicada sound file on the t4 wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound file for cicada's: [https://www.atitd.org/wiki/t4w/images/7/7a/Cicadas.mp3 Cicadas.mp3]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://cdn.discordapp.com/attachments/419105530888323072/617560525177356298/Cicadas.mp3 click here](backup file just in case)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
{{Test&lt;br /&gt;
| name          = The Test of the Singing Cicada&lt;br /&gt;
| discipline    = The Human Body&lt;br /&gt;
| image         = Human Body Test Icons_Cicada.png&lt;br /&gt;
| level         = &lt;br /&gt;
| requirements  = &lt;br /&gt;
| demonstration = {{Demonstration|demoplayer=merek|demodate=@1567250258}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Use your eyes and ears to locate elaborate and beautiful cicada cages hidden by other explorers. You may take a single animal from each cage, and when you have collected enough, build a colony of your own.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cicada_Cage.jpg|200px]]&lt;br /&gt;
|| [[File:Cicada_Cage_Options.jpg|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
In the Test of the Singing Cicada, you'll be honing your Speed by quickly finding an ever-changing collection of Singing Cicadas hidden in cages across the land. Score points each time you find a Cicada cage, and automatically spend them when you advance your Speed by having the highest score in Egypt. When you find enough Cicadas, place a cage of your own for an effortless and continuous stream of points.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
Find cicada cages placed around Egypt by other players, then place your own for a stream of points.&lt;br /&gt;
* Find your first Cicada Cage&lt;br /&gt;
* Check Status using your Tests Menu&lt;br /&gt;
* Accumulate 1000 Cicada Points (Check Status)&lt;br /&gt;
* Turn in enough Cicadas to build a cage&lt;br /&gt;
* Place your Cage&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
The '''Test of the Singing Cicada''' is a [[Tests|test]] in the discipline of the Human [[Body]], and is also the way to permanently increase one's [[Stats#Speed|Speed]] attribute. The test focuses on exploration, particularly of remote or hard-to-reach areas in Egypt.&lt;br /&gt;
&lt;br /&gt;
You must go to a University of Body and hand over a certain amount of cicadas you have found for the scientists to give you a cage to build.  Usually it takes 4 - 9 cicadas to do this.   '''A cage costs 1 linen and 4 boards to build.'''  You cannot build near steep terrain. &lt;br /&gt;
&lt;br /&gt;
You have the above options for cages.  Sometimes two or more cages are built on top of each other so it is good policy to &amp;quot;Move the Nearby Cage.&amp;quot; under Self -&amp;gt; Tests -&amp;gt; Test of the Singing Cicada.&lt;br /&gt;
&lt;br /&gt;
== Finding Cages ==&lt;br /&gt;
At the start of tale, there are seed cages are placed by The Stranger.&lt;br /&gt;
&lt;br /&gt;
In Tale 8, cages can be found in every region but you cannot place a cage in an area controlled by your faction. &lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You cannot place a cage in land we (Your Faction) control, they are really noisy, let someone else put up with them...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Generally this is presumed to be the areas of the [[factions|3 Kingdoms]]. It is unknown what happens when factions and regions change loyalty through [[Tribute Post|Tribute]] offerings.&lt;br /&gt;
&lt;br /&gt;
== Passing the Principle ==&lt;br /&gt;
Hidden across the Egyptian landscape are dozens of [[Cicada Cage]]s, detectable mainly through the continuous chirping sounds they emit. A player who comes across a cicada cage is allowed to take a cicada from it (provided the player has signed up for the Cicada test). When a player has collected enough cicadas, he may build and place a cicada cage of his own. In T8, a cage may be placed only in a region belonging to factions other than the one a player is a part of. Cages crumble and are gone after 7 players have discovered them and removed a cicada.&lt;br /&gt;
&lt;br /&gt;
Cicada points are earned both by finding other players' cages (a single bonus for each cage found) and by building your own (points earned continuously for as long as your cages survive). Every 3 Egypt days, the 21 players with the highest scores receive a permanent Speed advance. They then all lose cicada points equal to the 21st player's score.  (In effect, the 21st player's score determines how much it &amp;quot;costs&amp;quot; to &amp;quot;buy&amp;quot; a Speed point that day.)&lt;br /&gt;
&lt;br /&gt;
== Silenced Cicada Chirps ==&lt;br /&gt;
&lt;br /&gt;
Part way through Tale 8 a method of silencing the continuous cicada chirp was introduced as part of the T8 Cheese System.  [[Cheese|Baramily]] cheese when applied to a cicada cage silences the chirp. &lt;br /&gt;
&lt;br /&gt;
There are a number of unknowns about the effects of giving cheese to insects.&lt;br /&gt;
&lt;br /&gt;
#Duration of the silence&lt;br /&gt;
#Application to your own cages&lt;br /&gt;
#Application to another player's cages&lt;br /&gt;
#How the age (potency) of the cheese affects the silence&lt;br /&gt;
#Any negative effects from applying the cheese to the cage&lt;br /&gt;
#Offsets to the increased difficulty in finding silenced cages&lt;br /&gt;
&lt;br /&gt;
== Getting More Speed  ==&lt;br /&gt;
&lt;br /&gt;
Speed points are allocated depending on the number of advances you achieve. For the first eight levels, it is one advance per speed point. It then increases exponentially.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#FFF0CC&amp;quot;&lt;br /&gt;
!Speed Amount !! Advances from previous speed !! Total Advances&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|| 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|| 3 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
|| 4 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
|| 5 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| 6 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
|| 7 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|| 8 || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|| 9 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| 10 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|| 11 || 8 || 22&lt;br /&gt;
|-&lt;br /&gt;
|| 12 || 16 || 38&lt;br /&gt;
|-&lt;br /&gt;
|| 13 || 32 || 70&lt;br /&gt;
|-&lt;br /&gt;
|| 14 || 64 || 134&lt;br /&gt;
|-&lt;br /&gt;
|| 15 || 128 || 262&lt;br /&gt;
|-&lt;br /&gt;
|| 16 || 256 || 518&lt;br /&gt;
|-&lt;br /&gt;
|| 17 || 512 || 1030&lt;br /&gt;
|-&lt;br /&gt;
|| 18 || 1024 || 2054&lt;br /&gt;
|-&lt;br /&gt;
|| 19 || 2048 || 4102&lt;br /&gt;
|-&lt;br /&gt;
|| 20 || 4096 || 8198&lt;br /&gt;
|-&lt;br /&gt;
|| 21 || 8192 || 16390&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to receive more than one advance in a day. &lt;br /&gt;
* For example, if you have 15,000 points and the advances cost 5,000 points then you will gain three advances.&lt;br /&gt;
* For example, if you have 460,000 points and the advances cost 20,800 points each, then you will gain 22 advances (457,600 points) and keep 2,400 points for the next round of advancements. It is verified that you can get more than 21 advances in a single go.&lt;br /&gt;
&lt;br /&gt;
== Accessibility ==&lt;br /&gt;
&lt;br /&gt;
If you have a hearing impairment that causes you problems with detecting and triangulating the cicadas, the following software may help you:&lt;br /&gt;
* [https://windows-vu-meter.software.informer.com/download/ Windows VU Meter]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
* [[Who Got Speed]]&lt;br /&gt;
* [[Speed Point Costs]]&lt;br /&gt;
* [[Cage Costs]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Test_of_the_Singing_Cicada&amp;diff=100242</id>
		<title>Test of the Singing Cicada</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Test_of_the_Singing_Cicada&amp;diff=100242"/>
		<updated>2019-09-01T03:26:35Z</updated>

		<summary type="html">&lt;p&gt;Manon: added link to sound file for cicada's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sound file for cicada's: [https://cdn.discordapp.com/attachments/419105530888323072/617560525177356298/Cicadas.mp3 click here]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
{{Test&lt;br /&gt;
| name          = The Test of the Singing Cicada&lt;br /&gt;
| discipline    = The Human Body&lt;br /&gt;
| image         = Human Body Test Icons_Cicada.png&lt;br /&gt;
| level         = &lt;br /&gt;
| requirements  = &lt;br /&gt;
| demonstration = {{Demonstration|demoplayer=merek|demodate=@1567250258}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Use your eyes and ears to locate elaborate and beautiful cicada cages hidden by other explorers. You may take a single animal from each cage, and when you have collected enough, build a colony of your own.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cicada_Cage.jpg|200px]]&lt;br /&gt;
|| [[File:Cicada_Cage_Options.jpg|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
In the Test of the Singing Cicada, you'll be honing your Speed by quickly finding an ever-changing collection of Singing Cicadas hidden in cages across the land. Score points each time you find a Cicada cage, and automatically spend them when you advance your Speed by having the highest score in Egypt. When you find enough Cicadas, place a cage of your own for an effortless and continuous stream of points.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
Find cicada cages placed around Egypt by other players, then place your own for a stream of points.&lt;br /&gt;
* Find your first Cicada Cage&lt;br /&gt;
* Check Status using your Tests Menu&lt;br /&gt;
* Accumulate 1000 Cicada Points (Check Status)&lt;br /&gt;
* Turn in enough Cicadas to build a cage&lt;br /&gt;
* Place your Cage&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
The '''Test of the Singing Cicada''' is a [[Tests|test]] in the discipline of the Human [[Body]], and is also the way to permanently increase one's [[Stats#Speed|Speed]] attribute. The test focuses on exploration, particularly of remote or hard-to-reach areas in Egypt.&lt;br /&gt;
&lt;br /&gt;
You must go to a University of Body and hand over a certain amount of cicadas you have found for the scientists to give you a cage to build.  Usually it takes 4 - 9 cicadas to do this.   '''A cage costs 1 linen and 4 boards to build.'''  You cannot build near steep terrain. &lt;br /&gt;
&lt;br /&gt;
You have the above options for cages.  Sometimes two or more cages are built on top of each other so it is good policy to &amp;quot;Move the Nearby Cage.&amp;quot; under Self -&amp;gt; Tests -&amp;gt; Test of the Singing Cicada.&lt;br /&gt;
&lt;br /&gt;
== Finding Cages ==&lt;br /&gt;
At the start of tale, there are seed cages are placed by The Stranger.&lt;br /&gt;
&lt;br /&gt;
In Tale 8, cages can be found in every region but you cannot place a cage in an area controlled by your faction. &lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You cannot place a cage in land we (Your Faction) control, they are really noisy, let someone else put up with them...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Generally this is presumed to be the areas of the [[factions|3 Kingdoms]]. It is unknown what happens when factions and regions change loyalty through [[Tribute Post|Tribute]] offerings.&lt;br /&gt;
&lt;br /&gt;
== Passing the Principle ==&lt;br /&gt;
Hidden across the Egyptian landscape are dozens of [[Cicada Cage]]s, detectable mainly through the continuous chirping sounds they emit. A player who comes across a cicada cage is allowed to take a cicada from it (provided the player has signed up for the Cicada test). When a player has collected enough cicadas, he may build and place a cicada cage of his own. In T8, a cage may be placed only in a region belonging to factions other than the one a player is a part of. Cages crumble and are gone after 7 players have discovered them and removed a cicada.&lt;br /&gt;
&lt;br /&gt;
Cicada points are earned both by finding other players' cages (a single bonus for each cage found) and by building your own (points earned continuously for as long as your cages survive). Every 3 Egypt days, the 21 players with the highest scores receive a permanent Speed advance. They then all lose cicada points equal to the 21st player's score.  (In effect, the 21st player's score determines how much it &amp;quot;costs&amp;quot; to &amp;quot;buy&amp;quot; a Speed point that day.)&lt;br /&gt;
&lt;br /&gt;
== Silenced Cicada Chirps ==&lt;br /&gt;
&lt;br /&gt;
Part way through Tale 8 a method of silencing the continuous cicada chirp was introduced as part of the T8 Cheese System.  [[Cheese|Baramily]] cheese when applied to a cicada cage silences the chirp. &lt;br /&gt;
&lt;br /&gt;
There are a number of unknowns about the effects of giving cheese to insects.&lt;br /&gt;
&lt;br /&gt;
#Duration of the silence&lt;br /&gt;
#Application to your own cages&lt;br /&gt;
#Application to another player's cages&lt;br /&gt;
#How the age (potency) of the cheese affects the silence&lt;br /&gt;
#Any negative effects from applying the cheese to the cage&lt;br /&gt;
#Offsets to the increased difficulty in finding silenced cages&lt;br /&gt;
&lt;br /&gt;
== Getting More Speed  ==&lt;br /&gt;
&lt;br /&gt;
Speed points are allocated depending on the number of advances you achieve. For the first eight levels, it is one advance per speed point. It then increases exponentially.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#FFF0CC&amp;quot;&lt;br /&gt;
!Speed Amount !! Advances from previous speed !! Total Advances&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|| 2 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
|| 3 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
|| 4 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
|| 5 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| 6 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
|| 7 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|| 8 || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|| 9 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| 10 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|| 11 || 8 || 22&lt;br /&gt;
|-&lt;br /&gt;
|| 12 || 16 || 38&lt;br /&gt;
|-&lt;br /&gt;
|| 13 || 32 || 70&lt;br /&gt;
|-&lt;br /&gt;
|| 14 || 64 || 134&lt;br /&gt;
|-&lt;br /&gt;
|| 15 || 128 || 262&lt;br /&gt;
|-&lt;br /&gt;
|| 16 || 256 || 518&lt;br /&gt;
|-&lt;br /&gt;
|| 17 || 512 || 1030&lt;br /&gt;
|-&lt;br /&gt;
|| 18 || 1024 || 2054&lt;br /&gt;
|-&lt;br /&gt;
|| 19 || 2048 || 4102&lt;br /&gt;
|-&lt;br /&gt;
|| 20 || 4096 || 8198&lt;br /&gt;
|-&lt;br /&gt;
|| 21 || 8192 || 16390&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to receive more than one advance in a day. &lt;br /&gt;
* For example, if you have 15,000 points and the advances cost 5,000 points then you will gain three advances.&lt;br /&gt;
* For example, if you have 460,000 points and the advances cost 20,800 points each, then you will gain 22 advances (457,600 points) and keep 2,400 points for the next round of advancements. It is verified that you can get more than 21 advances in a single go.&lt;br /&gt;
&lt;br /&gt;
== Accessibility ==&lt;br /&gt;
&lt;br /&gt;
If you have a hearing impairment that causes you problems with detecting and triangulating the cicadas, the following software may help you:&lt;br /&gt;
* [https://windows-vu-meter.software.informer.com/download/ Windows VU Meter]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
* [[Who Got Speed]]&lt;br /&gt;
* [[Speed Point Costs]]&lt;br /&gt;
* [[Cage Costs]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Homesteading/Avaris&amp;diff=99625</id>
		<title>Homesteading/Avaris</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Homesteading/Avaris&amp;diff=99625"/>
		<updated>2019-08-30T18:56:42Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Fountain Square */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Homesteads}}&lt;br /&gt;
&lt;br /&gt;
== Avaris (Hyksos) Homestead Sites ==&lt;br /&gt;
&lt;br /&gt;
NOTE TO ADD ATLAS CHARIOT STOP LINK&lt;br /&gt;
&lt;br /&gt;
Pictures may only be replaced with a size of 300x200.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color:#79705f; text-align:center;  background-color:#f2ead8; border-style:solid; border-width:2px; border-color:#79705f; width: 100%;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|''' Name '''&lt;br /&gt;
|'''Image'''&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|'''Region'''&lt;br /&gt;
|'''Notes'''&lt;br /&gt;
|'''Player'''&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Twin Ridges'''====&lt;br /&gt;
|[[Image:Twin Ridges.png]]&lt;br /&gt;
| 2032, 2175&lt;br /&gt;
| Naquada&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Peach Plains'''====&lt;br /&gt;
|[[Image:Peach Plains.png]]&lt;br /&gt;
| 2081, 2034&lt;br /&gt;
| Red Sea&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Feather Heaven'''====&lt;br /&gt;
|[[Image:Feather Heaven.png]]&lt;br /&gt;
| 1990, 2257&lt;br /&gt;
| Naquada&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Island Paradise'''====&lt;br /&gt;
|[[Image: Island Paradise.png]]&lt;br /&gt;
| 1893, 2215&lt;br /&gt;
| Asyut&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Cheerful Meadows'''====&lt;br /&gt;
|[[Image:Cheerful Meadows.png]]&lt;br /&gt;
| 1800, 2340&lt;br /&gt;
| Asyut&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Blue Hills'''====&lt;br /&gt;
|[[Image:Blue Hills.png]]&lt;br /&gt;
| 1507, 2015&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Whispering Breezes'''====&lt;br /&gt;
|[[Image:Whispering Breezes1.png]]&lt;br /&gt;
| 1568, 1905&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Starry Skies'''====&lt;br /&gt;
|[[Image:Starry Skies.png]]&lt;br /&gt;
| 1809, 1841&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Foothill Corner'''====&lt;br /&gt;
|[[Image:Foothill Corner.png]]&lt;br /&gt;
| 1803, 2016&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Fountain Square'''====&lt;br /&gt;
|[[Image:Fountain Square.png]]&lt;br /&gt;
| 1764, 2108&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| Guild: Cruz Del Sur&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Akhet's Valley'''====&lt;br /&gt;
|[[Image:Akhet's Valley.png]]&lt;br /&gt;
| 1830, 2122&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Quattro Ponds'''====&lt;br /&gt;
|[[Image:Quattro Ponds.png]]&lt;br /&gt;
| 1953, 2109&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Firey Ponds'''====&lt;br /&gt;
|[[Image:Firey Ponds.png]]&lt;br /&gt;
| 2035 2520&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''The Garden'''====&lt;br /&gt;
|[[Image:The Garden.png]]&lt;br /&gt;
| 2350 1726&lt;br /&gt;
| Red Sea&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back to [[Homestead Hunting]]&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Homesteading/Avaris&amp;diff=99069</id>
		<title>Homesteading/Avaris</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Homesteading/Avaris&amp;diff=99069"/>
		<updated>2019-08-29T09:11:51Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Fountain Square */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Homesteads}}&lt;br /&gt;
&lt;br /&gt;
== Avaris (Hyksos) Homestead Sites ==&lt;br /&gt;
&lt;br /&gt;
NOTE TO ADD ATLAS CHARIOT STOP LINK&lt;br /&gt;
&lt;br /&gt;
Pictures may only be replaced with a size of 300x200.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color:#79705f; text-align:center;  background-color:#f2ead8; border-style:solid; border-width:2px; border-color:#79705f; width: 100%;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|''' Name '''&lt;br /&gt;
|'''Image'''&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|'''Region'''&lt;br /&gt;
|'''Notes'''&lt;br /&gt;
|'''Player'''&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Twin Ridges'''====&lt;br /&gt;
|[[Image:Twin Ridges.png]]&lt;br /&gt;
| 2032, 2175&lt;br /&gt;
| Naquada&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Peach Plains'''====&lt;br /&gt;
|[[Image:Peach Plains.png]]&lt;br /&gt;
| 2081, 2034&lt;br /&gt;
| Red Sea&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Feather Heaven'''====&lt;br /&gt;
|[[Image:Feather Heaven.png]]&lt;br /&gt;
| 1990, 2257&lt;br /&gt;
| Naquada&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Island Paradise'''====&lt;br /&gt;
|[[Image: Island Paradise.png]]&lt;br /&gt;
| 1893, 2215&lt;br /&gt;
| Asyut&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Cheerful Meadows'''====&lt;br /&gt;
|[[Image:Cheerful Meadows.png]]&lt;br /&gt;
| 1800, 2340&lt;br /&gt;
| Asyut&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Blue Hills'''====&lt;br /&gt;
|[[Image:Blue Hills.png]]&lt;br /&gt;
| 1507, 2015&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Whispering Breezes'''====&lt;br /&gt;
|[[Image:Whispering Breezes1.png]]&lt;br /&gt;
| 1568, 1905&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Starry Skies'''====&lt;br /&gt;
|[[Image:Starry Skies.png]]&lt;br /&gt;
| 1809, 1841&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Foothill Corner'''====&lt;br /&gt;
|[[Image:Foothill Corner.png]]&lt;br /&gt;
| 1803, 2016&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Fountain Square'''====&lt;br /&gt;
|[[Image:Fountain Square.png]]&lt;br /&gt;
| 1764, 2108&lt;br /&gt;
| Asyut&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| Guild: Cruz Del Sur&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Akhet's Valley'''====&lt;br /&gt;
|[[Image:Akhet's Valley.png]]&lt;br /&gt;
| 1830, 2122&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Quattro Ponds'''====&lt;br /&gt;
|[[Image:Quattro Ponds.png]]&lt;br /&gt;
| 1953, 2109&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''Firey Ponds'''====&lt;br /&gt;
|[[Image:Firey Ponds.png]]&lt;br /&gt;
| 2035 2520&lt;br /&gt;
| Region&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#fff8e7;&amp;quot;&lt;br /&gt;
&amp;lt;!--/////////////////////////--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===='''The Garden'''====&lt;br /&gt;
|[[Image:The Garden.png]]&lt;br /&gt;
| 2350 1726&lt;br /&gt;
| Red Sea&lt;br /&gt;
| Small guild, Large Guild, Individual &lt;br /&gt;
| &amp;lt;playername&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back to [[Homestead Hunting]]&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Pepper_Seeds&amp;diff=96248</id>
		<title>Pepper Seeds</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Pepper_Seeds&amp;diff=96248"/>
		<updated>2019-08-24T20:33:56Z</updated>

		<summary type="html">&lt;p&gt;Manon: added more info on how to get seeds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In T9, there is an about 5000:1 chance of finding a Wild Pepper Plant. When you click on it you will be able to harvest a Pepper Seed.&amp;lt;br&amp;gt;&lt;br /&gt;
As far as we know, Cheill was the first player to actually find a Wild Pepper Plant and recieve a seed from it.&amp;lt;br&amp;gt;&lt;br /&gt;
It apparently looks exactly like a Regular Pepper Plant:[[File:Peppers.png|normal Pepper Plant|150x150px]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some information was told to Fairy by Malard, who later unintentionally posted a [https://cdn.discordapp.com/attachments/398914244143480834/613474882650374197/unknown.png screenshot] of that chat while teasing Sheeple by not allowing him to pick up onions anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
==Pepper Seed yield data==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#FFF0CC&amp;quot;&lt;br /&gt;
! Strength !! Dexterity !! Speed !!  Perception !! Focus !! Constitution !! Endurance !! Yield !! Total Attempts&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Skills&amp;diff=96097</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Skills&amp;diff=96097"/>
		<updated>2019-08-22T17:21:12Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Self-Taught Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Self-Taught Skills ==&lt;br /&gt;
These skills are improved by repeating tasks rather than learned from Schools (Updated for T9 Beta)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! Max level   !! Action(s) to improve !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal Husbandry]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Beekeeping]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Botany]]  || 2 || Level 1: Identify 25 plants/trees; Level 2: Harvest or eat from the ground: 5800 herbs ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Brick Making]]  || 2 || Make hundreds of bricks ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpentry]]  || 4 || Make hundreds of boards, Slate Shovels, Heavy mallets, Sledgehammers, Scythes, Deckles, Iron shovels, Storage baskets ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Carving]]  || 7 || Carve items from wood ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothwork]]  || 3  || Make items on a [[Loom]], or spin [[Twine]] into [[Rope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Flax Processing]]  || 3 || Process [[Rotten Flax]] in a [[Flax Comb]]  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Fishing]]  || 6 || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]]  || 6 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Grass Harvesting]]  || 2 || Harvest hundreds of grass ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]]  || 3 || Build kilns ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapping]] || 5 || Make [[Slate Blade]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mining]]  || 1 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pottery]]  || 3 || Baking [[Firebricks]] in a [[Box Kiln]]  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolysis]]  || 2 || Set [[Small Bonfire]] on fire. You get 5XP for a 50 Wood big bonfire.  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonework]]  || 3 || Build [[Rock Saw]](10xp), make [[Cut Stones]] on a Rock Saw(1xp), Making [[Flint Hammer]](5xp), gather [[Limestone]](1xp) || Pick up initial skill at University of Architecture for a cost of 10 [[Flint]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multi-School Skills ==&lt;br /&gt;
Degrees in the following skills may be purchased from multiple schools, in any order, but only one degree at each level indicated.&lt;br /&gt;
* [[Salvage Techniques]]&lt;br /&gt;
* [[Structure Maintenance]] &lt;br /&gt;
* [[Structure Repair]]&lt;br /&gt;
&lt;br /&gt;
==School of Architecture==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Knapping]]  || 7 [[Animal Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint Knapping]]  || 7 [[Flint]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 200 [[Firebricks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 20 [[Oil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 14 [[Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rocks of the Ages]] || 10 [[Slate]] (Requires [[Perception]] 1+ depending on [[Decorative Stone]] attunement, Can be repeated)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Art and Music==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 100 [[Candle]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 4 [[Thermometer]], 100 [[Sheet Glass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]]  || 60 [[Linen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of the Human Body==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Carving]]   || 100 [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooperage]]  || 200 [[Bricks]], 5 [[Canvas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]]  || 10 [[Tadpoles]], 5 [[Flax]], 1 [[Fertile Papyrus]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Fishing]]  || 100 [[Thread]], 1 [[Sharpened Stick]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungiculture]]  || 100 [[Compost]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Indonesian Bee Care]]  || 500 [[Honey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 1000 [[Charcoal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 300 [[Linen]], 300 [[Canvas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 200 [[Cut Stone]], 200 [[Beeswax]], 200 [[Charcoal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Natural Philosophy==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Conflict Shrine Construction]]  || 1 [[Oyster Shell Marble]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploration Travel]]   || 2 [[Leather]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Exploration Travel]] 1  || 7 [[Large Opal]] 7 [[Silk Cloth]] 100 [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]]  || 300 [[Bricks]], 150 [[Boards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] || 50 Full Water Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 200 [[Cut Stone]], 100 [[Clay]], 2 [[Oyster Shell Marble]], 4 [[Canary Granite]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 2 [[Iron Large Gear]], 80 [[Leather]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 300 [[Paper (Papyrus)]], 300 [[Flint]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Thought==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]] 1 || 20 [[Bricks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]] 2 || 400 [[Firebricks]] 20 [[Serpentine Marble]] 400 [[Cut Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pottery]]  || 10 [[Clay]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]]  || 2 [[Canvas]], 6 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]] 1 || 4 [[Canvas]], 12 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 20 [[Cuttable Garnet]], 20 [[Cuttable Turquoise]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 300 [[Bricks]], 50 [[Oil]], 50 [[Beeswax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 2 [[Oyster Shell Marble]], 20 [[Cuttable Jade]], 200 [[Bricks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Worship==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] || 50 [[Dirt]] 50 [[Tadpoles]] 50 [[Beeswax]] 50 [[Cactus Sap]] 50 [[Dung]] 50 [[Thorns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheese Making]] || 10 [[Salt]], 10 [[Cow Milk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] || 100 [[Carrot]]s, 100 [[Onion]]s, 100 [[Leeks]], 100 [[Garlic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]]  || 7 [[Stone Blade]], 7 [[Fish Meat|Phagrus Meat]], 20 [[Foraging|Common Basil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] || 100 [[Thread]], 25 [[Thorns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ploughing]]  || (Must learn Ranching first) ''100 [[Cabbage]] , 100 [[Carrot]] , 100 [[Cucumbers]] , 100 [[Leeks]] , 100 [[Onion]]s , 100 [[Peppers]] , 100 [[Watermelon]]s''&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]]  || 10 [[Linen]], 200 [[Firebricks]], 100 [[Oil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 300 [[Leather]], 300 [[Glass Rods]], 300 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 4 [[Mud Granite]], 4 [[Rose Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 1 [[Huge Emerald]], 1 [[Large Topaz]], 1 [[Medium Ruby]], 1 [[Small Sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
=T8 info=&lt;br /&gt;
&lt;br /&gt;
== Multi-School Skills ==&lt;br /&gt;
Degrees in the following skills may be purchased from multiple schools, in any order, but only one degree at each level indicated.&lt;br /&gt;
* [[Desiccation]] (Level | 3 | 5 | 7)&lt;br /&gt;
&lt;br /&gt;
==School of Architecture==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-Link title&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 400 Concrete&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]] 1 || 3  || 10 [[Linen]], 200 [[Firebricks]], 100 [[Oil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Art and Music==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Tub Design]] 1 || 11  || 200 [[Saltpeter]], 200 [[Sulfur]], 20 [[Tar]], 1 [[Tangerine Marble]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Tub Design]] 2 || 14  || 100 [[Iron Bar]], 10 [[Small Barrels]], 50 [[Fine Glass Pipe]], 20 [[Barrel Tap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 1 || 8  || 7 [[Medium Ruby]], 7 [[Medium Emerald]], 7 [[Medium Sapphire]], 7 [[Medium Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 2 || 10 || 1 [[Large Ruby]], 1 [[Large Emerald]], 1 [[Large Sapphire]], 1 [[Large Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 3 || 12 || 7 [[Large Ruby]], 7 [[Large Emerald]], 7 [[Large Sapphire]], 7 [[Large Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 4 || 14 || 1 [[Huge Ruby]], 1 [[Huge Emerald]], 1 [[Huge Sapphire]], 1 [[Huge Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 5 || 21 || 7 [[Huge Ruby]], 7 [[Huge Emerald]], 7 [[Huge Sapphire]], 7 [[Huge Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothwork]]  || 0  || 20 [[Rotten Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+  || must learn [[Basic Chemistry]] &amp;amp; 5 [[Salt]], 1 [[Huge Topaz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ferry Construction]]  || 0  || 4 [[Tar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flax Processing]]  || 0 || 20 [[Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 49 [[Sulfuric Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silkworm Farming]]  || 19 || 500 [[Honey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Art of the Pipe]]  || 5  || must learn [[Advanced Glassblowing]] &amp;amp; 7 [[Fine Glass Rods]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of the Human Body==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 1 || 19 || Must know [[Beer Brewing Science]], 200 [[Candle]], 50 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 2 || 19 || 500 [[Candle]], 150 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 3 || 19 || 1500 [[Candle]]s, 400 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 4 || 19 || 2000 [[Candle]]s, 700 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 1  || 8  || 10 [[Cobra Hood Mushroom]]s, 10 [[Toad Skin Mushroom]]s, 10 [[Camels Mane Mushroom]]s, 10 [[Dead Tongue Mushroom]]s, 10 [[Acorn's Cap Mushroom]]s, 10 [[Bleeding Hand Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 2  || 10 || 15 [[Fish Hook Mushroom]]s, 15 [[Hairy Tooth Mushroom]]s, 15 [[Slave's Bread Mushroom]]s, 15 [[Nefertari's Crown Mushroom]]s, 15 [[Ra's Awakening Mushroom]]s, 15 [[Earth Light Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 3  || 12  || 20 [[Cat Nip Mushroom]]s, 20 [[Peasant's Foot Mushroom]]s, 20 [[Scorpion's Brood Mushroom]]s, 20 [[Heart of Ash Mushroom]]s, 20 [[Colt's Foot Mushroom]]s, 20 [[Heaven's Torrent Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 4  || 14  || 25 [[Beehive Mushroom]]s, 25 [[Falcon's Bait Mushroom]]s, 25 [[Razor's Edge Mushroom]]s, 25 [[Salt Water Fungus Mushroom]]s, 25 [[Eye of Osiris Mushroom]]s, 25 [[Dueling Serpents Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 5  || 16  || 30 [[Brain Mushroom]]s, 30 [[Sun Star Mushroom]]s, 30 [[Sand Spore Mushroom]]s, 30 [[Spiderling Mushroom]]s, 30 [[Golden Sun Mushroom]]s, 30 [[Nile Fire Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 2  || 5  || 20 [[Cabbage Juice]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 3  || 7  || 20 [[Dried Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 4  || 9  || 50 [[Jugs of Buttermilk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 5  || 11  || 10 [[Papyrus Paper]] 20 [[Cactus Sap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 6  || 13  || 10 [[Sulphurous Water]] 20 [[Charcoal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 7  || 15  || 5 [[Copper Wire]] 20 [[Coconut Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 300 [[Malt (Raw)]], 300 [[Malt (Burnt)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhythmic Strength]]  || 1  || 500 [[Grass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimming]]  || 2  || 10 [[Linen]] (Must unlock Test of the Oyster Catcher)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Harmony==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 200 [[Rope]], 200 [[Slate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 2  || 10  || 20 [[Glass Rods]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 3  || 14  || 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 4  || 19  || 50 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 5  || 25 || 6 [[Silk Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 6  || 32  || 1 Large Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 7  || 40  || 7 Huge Topaz&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]] 3  || 14  || 200 [[Canvas]] 300 [[Glass Rods]] 100 [[Rope]] 300 [[Papyrus Paper]] (Project management can by learned only once from Sharm, Slead or Sarch, IE if you learn 1 from Sharmony, it refuses to teach you 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Leadership==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Trade]] 2 || 25  || must learn [[Advanced Trade]] 1 &amp;amp; 100 [[Ham]], 100 [[Bacon]], 100 [[Beef]], 100 [[Beef Bones]], 100 [[Fat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 2  || 1  || 100 [[Jugs of Water]], 10 [[Leather]] (Also requires that you have reached Associate level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 3  || 1  || 50 [[Papyrus Paper]] (Also requires that you have reached Member level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 4  || 1  || 50 [[Gold]] (Also requires that you have reached Kinsman level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 5  || 1  || 10 [[Steel]] (Also requires that you have reached Fellow level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 6  || 1  || 100 [[Concrete]] (Also requires that you have reached Patriarch level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 7  || 1  || 10 [[Island Blue Marble]] (Also requires that you have reached Elder level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 1000 [[Gold Wire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Thought==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+ || [[Basic Chemistry]], 20 [[Sulphurous Water]], 1 [[Huge Quartz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 1 (2 hours) || 21 || 100 [[Bricks]], 6 [[Cut Stone]], 10 [[Concrete]], 1 [[Cut Gems|Dalessi Cut Citrine]], 1 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 2 (6 hours) || 25 || 200 [[Bricks]], 12 [[Cut Stone]], 20 [[Concrete]], 2 [[Cut Gems|Dalessi Cut Citrine]], 2 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 3 (1 day)   || 29 || 400 [[Bricks]], 24 [[Cut Stone]], 40 [[Concrete]], 4 [[Cut Gems|Dalessi Cut Citrine]], 4 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 4 (3 days)  || 33 || 800 [[Bricks]], 72 [[Cut Stone]], 120 [[Concrete]], 12 [[Cut Gems|Dalessi Cut Citrine]], 7 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp;  10 [[Cuttable Amethyst]], 10 [[Cuttable Garnet]], 10 [[Cuttable Lapis]], 10 [[Cuttable Turquoise]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scrying]]  || 2  || Must learn [[Alchemy]] &amp;amp; 1 [[Cut Gems|Cut Garnet:Full Eye]], 1 [[Cut Gems|Cut Turquoise:Full Eye]], 1 [[Cut Gems|Cut Amethyst:Full Eye]], 1 [[Cut Gems|Cut Lapis:Full Eye]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Worship==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 2  || 5  || 200 [[Tadpoles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 3  || 8  || 300 [[Beeswax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 4  || 11 || 400 [[Cactus Sap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 5  || 14 || 500 [[Raw Silk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 6  || 17 || 600 [[Dung]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 7  || 20 || 7 [[Cocoa Seeds]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanist's Touch]] || 22 || 150 [[Flower Fertilizer]] 100 [[Sticky Sun Fertilizer]] 100 [[Liquid Sun Fertilizer]] 50 [[Harvest Elixer Fertilizer]] 1 [[Khefre's Essence]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 2  || 4  || 20 [[Foraging|Common Rosemary]], 20 [[Foraging|Common Sage]], 20 [[Foraging|Thyme]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 3  || 7  || 49 [[Salt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 4  || 11  || 7 [[Mushroom|Camel's Mane]], 7 [[Mushroom|Cobra Hood]], 7 [[Mushroom|Dead Tongue]], 7 [[Mushroom|Iron Knot]], 7 [[Mushroom|Peasant's Foot]],  7 [[Mushroom|Schizophyllum]],  7 [[Mushroom|Toad Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 5  || 16  || 7 [[Foraging|Chukkah]] 7 [[Foraging|Crimson Lettuce]] 7 [[Foraging|Crumpled Leaf Basil]] 7 [[Foraging|Dwarf Wild Lettuce]] 7 [[Foraging|Jaivanti]] 7 [[Foraging|Royal Rosemary]] 7 [[Foraging|Wild Garlic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 6  || 22  || 100 [[Peppers]] 100 [[Cucumbers]] 100 [[Vegetables|Eggplant]] 100 [[Coconut Meat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 7  || 29  || 100 [[Barley]] (Burnt), 100 [[Malt]] (Burnt), 100 [[Wheat]] (Burnt)&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+ || must learn [[Basic Chemistry]] &amp;amp; 10 [[Coconut Water]], 1 [[Huge Ruby]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 2  || 7  || 3 [[Fish Roe]], 70 [[Fish Meat|Carp Meat]], 25 [[Salt]], 77 [[Glass Jars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 3  || 12  || 7 [[Fish Roe]], 105 [[Fish Meat|Perch Meat]], 21 [[Mushroom|Salt Water Fungus]], 17 [[Thermometer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 4  || 18  || 14 [[Fish Roe]], 140 [[Fish Meat|Catfish Meat]], 35 [[Foraging|Ginseng Root]], 119 [[Gold Wire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 5  || 25  || 21 [[Fish Roe]], 175 [[Fish Meat|Tilapia Meat]], 42 [[Mushroom|Heaven's Torrent Mushrooms]], 250 [[Powdered Gems|Powdered Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 6  || 33 || 42 [[Fish Roe]], 210 [[Fish Meat|Chromis Meat]], 50 [[Foraging|Myrrh]], 100 [[Powdered Gems|Powdered Sunstone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 7  || 42 || 105 [[Fish Roe]], 245 [[Fish Meat|Abdju Meat]], 7 [[Foraging|Deadwood Tree]], 70 [[Marble Dust|Oyster Shell Marble Dust]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 2  || 6  || 7 [[Bat Mite]], 7 [[Dew Fly]], 7 [[Glass Worm]], 7 [[Orchid Hopper]], 7 [[Pickel Slug]], 7 [[Ringed Wasp]], 7 [[Salt Mite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 3  || 9  || 14 [[Footworm]], 14 [[Corkscrew Asp]], 14 [[Corn Maggot]], 14 [[Fruit Maggot]], 14 [[Red Cricket]], 14 [[Sand Mite]], 14 [[Rose Mite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 4  || 12 || 21 [[Bloodworm]], 21 [[White Mealybug]], 21 [[Rose Swallowtail]], 21 [[Clearwing]], 21 [[Golden Asp]], 21 [[Slime Moth]], 21 [[Toad Sawfly]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 5  || 15 || 28 [[Bristleworm]], 28 [[Mud Asp]], 28 [[Leaf Snapper]], 28 [[Woodmoth]], 28 [[Woolly Aphid]], 28 [[Camel Weevel]], 28 [[Hairy Slug]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 6  || 18 || 35 [[Nippleworm]], 35 [[Blister Beetle]], 35 [[Leafhopper]], 35 [[Snowberry Butterfly]], 35 [[Ash Centipede]], 35 [[Feather Midge]], 35 [[Skinlicker]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 7  || 21 || 42 [[Needleworm]], 42 [[Clay Slug]], 42 [[Raspberry Moth]], 42 [[Nightwing]], 42 [[Horned Hookworm]], 42 [[Grass Slug]], 42 [[Stone Fly]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 1 [[Huge Sapphire]], 1 [[Large Emerald]], 1 [[Medium Diamond]], 1 [[Small Topaz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilgrim Shrine Construction]]  || 9  || 1 [[Oyster Shell Marble]] , 1 [[Yellow Alabaster]] , 1 [[Mud Granite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ploughing]]  || 10  || 100 [[Cabbage]] , 100 [[Carrot]] , 100 [[Cucumbers]] , 100 [[Leeks]] , 100 [[Onion]]s , 100 [[Peppers]] , 100 [[Watermelon]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Preservation]]  || 14  || 50 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]] 2  || 5  || need [[Ritual Item Construction]] 1, 14 [[Candle]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Skills&amp;diff=96096</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Skills&amp;diff=96096"/>
		<updated>2019-08-22T17:19:32Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Self-Taught Skills */ added ways to get stonework xp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Self-Taught Skills ==&lt;br /&gt;
These skills are improved by repeating tasks rather than learned from Schools (Updated for T9 Beta)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! Max level   !! Action(s) to improve !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal Husbandry]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Beekeeping]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Botany]]  || 2 || Level 1: Identify 25 plants/trees; Level 2: Harvest or eat from the ground: 5800 herbs ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Brick Making]]  || 2 || Make hundreds of bricks ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpentry]]  || 4 || Make hundreds of boards, Slate Shovels, Heavy mallets, Sledgehammers, Scythes, Deckles, Iron shovels, Storage baskets ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Carving]]  || 7 || Carve items from wood ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothwork]]  || 3  || Make items on a [[Loom]], or spin [[Twine]] into [[Rope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Flax Processing]]  || 3 || Process [[Rotten Flax]] in a [[Flax Comb]]  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Fishing]]  || 6 || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]]  || 6 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Grass Harvesting]]  || 2 || Harvest hundreds of grass ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]]  || 3 || Build kilns ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapping]] || 5 || Make [[Slate Blade]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mining]]  || 1 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pottery]]  || 3 || Baking [[Firebricks]] in a [[Box Kiln]]  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolysis]]  || 2 || Set [[Small Bonfire]] on fire. You get 5XP for a 50 Wood big bonfire.  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonework]]  || 3 || Build rock saw(10xp), make cut stones on a rock saw(1xp), Making flint hammer(5xp), gather limestone(1xp) || Pick up initial skill at University of Architecture for a cost of 10 [[Flint]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multi-School Skills ==&lt;br /&gt;
Degrees in the following skills may be purchased from multiple schools, in any order, but only one degree at each level indicated.&lt;br /&gt;
* [[Salvage Techniques]]&lt;br /&gt;
* [[Structure Maintenance]] &lt;br /&gt;
* [[Structure Repair]]&lt;br /&gt;
&lt;br /&gt;
==School of Architecture==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Knapping]]  || 7 [[Animal Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint Knapping]]  || 7 [[Flint]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 200 [[Firebricks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 20 [[Oil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 14 [[Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rocks of the Ages]] || 10 [[Slate]] (Requires [[Perception]] 1+ depending on [[Decorative Stone]] attunement, Can be repeated)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Art and Music==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 100 [[Candle]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 4 [[Thermometer]], 100 [[Sheet Glass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]]  || 60 [[Linen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of the Human Body==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Carving]]   || 100 [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooperage]]  || 200 [[Bricks]], 5 [[Canvas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]]  || 10 [[Tadpoles]], 5 [[Flax]], 1 [[Fertile Papyrus]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Fishing]]  || 100 [[Thread]], 1 [[Sharpened Stick]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungiculture]]  || 100 [[Compost]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Indonesian Bee Care]]  || 500 [[Honey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 1000 [[Charcoal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 300 [[Linen]], 300 [[Canvas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 200 [[Cut Stone]], 200 [[Beeswax]], 200 [[Charcoal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Natural Philosophy==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Conflict Shrine Construction]]  || 1 [[Oyster Shell Marble]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploration Travel]]   || 2 [[Leather]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Exploration Travel]] 1  || 7 [[Large Opal]] 7 [[Silk Cloth]] 100 [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]]  || 300 [[Bricks]], 150 [[Boards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] || 50 Full Water Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 200 [[Cut Stone]], 100 [[Clay]], 2 [[Oyster Shell Marble]], 4 [[Canary Granite]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 2 [[Iron Large Gear]], 80 [[Leather]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 300 [[Paper (Papyrus)]], 300 [[Flint]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Thought==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]] 1 || 20 [[Bricks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]] 2 || 400 [[Firebricks]] 20 [[Serpentine Marble]] 400 [[Cut Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pottery]]  || 10 [[Clay]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]]  || 2 [[Canvas]], 6 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]] 1 || 4 [[Canvas]], 12 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 20 [[Cuttable Garnet]], 20 [[Cuttable Turquoise]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 300 [[Bricks]], 50 [[Oil]], 50 [[Beeswax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 2 [[Oyster Shell Marble]], 20 [[Cuttable Jade]], 200 [[Bricks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Worship==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] || 50 [[Dirt]] 50 [[Tadpoles]] 50 [[Beeswax]] 50 [[Cactus Sap]] 50 [[Dung]] 50 [[Thorns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheese Making]] || 10 [[Salt]], 10 [[Cow Milk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] || 100 [[Carrot]]s, 100 [[Onion]]s, 100 [[Leeks]], 100 [[Garlic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]]  || 7 [[Stone Blade]], 7 [[Fish Meat|Phagrus Meat]], 20 [[Foraging|Common Basil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] || 100 [[Thread]], 25 [[Thorns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ploughing]]  || (Must learn Ranching first) ''100 [[Cabbage]] , 100 [[Carrot]] , 100 [[Cucumbers]] , 100 [[Leeks]] , 100 [[Onion]]s , 100 [[Peppers]] , 100 [[Watermelon]]s''&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]]  || 10 [[Linen]], 200 [[Firebricks]], 100 [[Oil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 300 [[Leather]], 300 [[Glass Rods]], 300 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 4 [[Mud Granite]], 4 [[Rose Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 1 [[Huge Emerald]], 1 [[Large Topaz]], 1 [[Medium Ruby]], 1 [[Small Sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
=T8 info=&lt;br /&gt;
&lt;br /&gt;
== Multi-School Skills ==&lt;br /&gt;
Degrees in the following skills may be purchased from multiple schools, in any order, but only one degree at each level indicated.&lt;br /&gt;
* [[Desiccation]] (Level | 3 | 5 | 7)&lt;br /&gt;
&lt;br /&gt;
==School of Architecture==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-Link title&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 400 Concrete&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]] 1 || 3  || 10 [[Linen]], 200 [[Firebricks]], 100 [[Oil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Art and Music==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Tub Design]] 1 || 11  || 200 [[Saltpeter]], 200 [[Sulfur]], 20 [[Tar]], 1 [[Tangerine Marble]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Tub Design]] 2 || 14  || 100 [[Iron Bar]], 10 [[Small Barrels]], 50 [[Fine Glass Pipe]], 20 [[Barrel Tap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 1 || 8  || 7 [[Medium Ruby]], 7 [[Medium Emerald]], 7 [[Medium Sapphire]], 7 [[Medium Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 2 || 10 || 1 [[Large Ruby]], 1 [[Large Emerald]], 1 [[Large Sapphire]], 1 [[Large Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 3 || 12 || 7 [[Large Ruby]], 7 [[Large Emerald]], 7 [[Large Sapphire]], 7 [[Large Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 4 || 14 || 1 [[Huge Ruby]], 1 [[Huge Emerald]], 1 [[Huge Sapphire]], 1 [[Huge Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 5 || 21 || 7 [[Huge Ruby]], 7 [[Huge Emerald]], 7 [[Huge Sapphire]], 7 [[Huge Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothwork]]  || 0  || 20 [[Rotten Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+  || must learn [[Basic Chemistry]] &amp;amp; 5 [[Salt]], 1 [[Huge Topaz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ferry Construction]]  || 0  || 4 [[Tar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flax Processing]]  || 0 || 20 [[Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 49 [[Sulfuric Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silkworm Farming]]  || 19 || 500 [[Honey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Art of the Pipe]]  || 5  || must learn [[Advanced Glassblowing]] &amp;amp; 7 [[Fine Glass Rods]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of the Human Body==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 1 || 19 || Must know [[Beer Brewing Science]], 200 [[Candle]], 50 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 2 || 19 || 500 [[Candle]], 150 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 3 || 19 || 1500 [[Candle]]s, 400 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 4 || 19 || 2000 [[Candle]]s, 700 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 1  || 8  || 10 [[Cobra Hood Mushroom]]s, 10 [[Toad Skin Mushroom]]s, 10 [[Camels Mane Mushroom]]s, 10 [[Dead Tongue Mushroom]]s, 10 [[Acorn's Cap Mushroom]]s, 10 [[Bleeding Hand Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 2  || 10 || 15 [[Fish Hook Mushroom]]s, 15 [[Hairy Tooth Mushroom]]s, 15 [[Slave's Bread Mushroom]]s, 15 [[Nefertari's Crown Mushroom]]s, 15 [[Ra's Awakening Mushroom]]s, 15 [[Earth Light Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 3  || 12  || 20 [[Cat Nip Mushroom]]s, 20 [[Peasant's Foot Mushroom]]s, 20 [[Scorpion's Brood Mushroom]]s, 20 [[Heart of Ash Mushroom]]s, 20 [[Colt's Foot Mushroom]]s, 20 [[Heaven's Torrent Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 4  || 14  || 25 [[Beehive Mushroom]]s, 25 [[Falcon's Bait Mushroom]]s, 25 [[Razor's Edge Mushroom]]s, 25 [[Salt Water Fungus Mushroom]]s, 25 [[Eye of Osiris Mushroom]]s, 25 [[Dueling Serpents Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 5  || 16  || 30 [[Brain Mushroom]]s, 30 [[Sun Star Mushroom]]s, 30 [[Sand Spore Mushroom]]s, 30 [[Spiderling Mushroom]]s, 30 [[Golden Sun Mushroom]]s, 30 [[Nile Fire Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 2  || 5  || 20 [[Cabbage Juice]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 3  || 7  || 20 [[Dried Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 4  || 9  || 50 [[Jugs of Buttermilk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 5  || 11  || 10 [[Papyrus Paper]] 20 [[Cactus Sap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 6  || 13  || 10 [[Sulphurous Water]] 20 [[Charcoal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 7  || 15  || 5 [[Copper Wire]] 20 [[Coconut Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 300 [[Malt (Raw)]], 300 [[Malt (Burnt)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhythmic Strength]]  || 1  || 500 [[Grass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimming]]  || 2  || 10 [[Linen]] (Must unlock Test of the Oyster Catcher)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Harmony==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 200 [[Rope]], 200 [[Slate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 2  || 10  || 20 [[Glass Rods]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 3  || 14  || 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 4  || 19  || 50 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 5  || 25 || 6 [[Silk Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 6  || 32  || 1 Large Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 7  || 40  || 7 Huge Topaz&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]] 3  || 14  || 200 [[Canvas]] 300 [[Glass Rods]] 100 [[Rope]] 300 [[Papyrus Paper]] (Project management can by learned only once from Sharm, Slead or Sarch, IE if you learn 1 from Sharmony, it refuses to teach you 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Leadership==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Trade]] 2 || 25  || must learn [[Advanced Trade]] 1 &amp;amp; 100 [[Ham]], 100 [[Bacon]], 100 [[Beef]], 100 [[Beef Bones]], 100 [[Fat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 2  || 1  || 100 [[Jugs of Water]], 10 [[Leather]] (Also requires that you have reached Associate level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 3  || 1  || 50 [[Papyrus Paper]] (Also requires that you have reached Member level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 4  || 1  || 50 [[Gold]] (Also requires that you have reached Kinsman level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 5  || 1  || 10 [[Steel]] (Also requires that you have reached Fellow level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 6  || 1  || 100 [[Concrete]] (Also requires that you have reached Patriarch level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 7  || 1  || 10 [[Island Blue Marble]] (Also requires that you have reached Elder level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 1000 [[Gold Wire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Thought==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+ || [[Basic Chemistry]], 20 [[Sulphurous Water]], 1 [[Huge Quartz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 1 (2 hours) || 21 || 100 [[Bricks]], 6 [[Cut Stone]], 10 [[Concrete]], 1 [[Cut Gems|Dalessi Cut Citrine]], 1 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 2 (6 hours) || 25 || 200 [[Bricks]], 12 [[Cut Stone]], 20 [[Concrete]], 2 [[Cut Gems|Dalessi Cut Citrine]], 2 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 3 (1 day)   || 29 || 400 [[Bricks]], 24 [[Cut Stone]], 40 [[Concrete]], 4 [[Cut Gems|Dalessi Cut Citrine]], 4 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 4 (3 days)  || 33 || 800 [[Bricks]], 72 [[Cut Stone]], 120 [[Concrete]], 12 [[Cut Gems|Dalessi Cut Citrine]], 7 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp;  10 [[Cuttable Amethyst]], 10 [[Cuttable Garnet]], 10 [[Cuttable Lapis]], 10 [[Cuttable Turquoise]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scrying]]  || 2  || Must learn [[Alchemy]] &amp;amp; 1 [[Cut Gems|Cut Garnet:Full Eye]], 1 [[Cut Gems|Cut Turquoise:Full Eye]], 1 [[Cut Gems|Cut Amethyst:Full Eye]], 1 [[Cut Gems|Cut Lapis:Full Eye]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Worship==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 2  || 5  || 200 [[Tadpoles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 3  || 8  || 300 [[Beeswax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 4  || 11 || 400 [[Cactus Sap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 5  || 14 || 500 [[Raw Silk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 6  || 17 || 600 [[Dung]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 7  || 20 || 7 [[Cocoa Seeds]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanist's Touch]] || 22 || 150 [[Flower Fertilizer]] 100 [[Sticky Sun Fertilizer]] 100 [[Liquid Sun Fertilizer]] 50 [[Harvest Elixer Fertilizer]] 1 [[Khefre's Essence]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 2  || 4  || 20 [[Foraging|Common Rosemary]], 20 [[Foraging|Common Sage]], 20 [[Foraging|Thyme]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 3  || 7  || 49 [[Salt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 4  || 11  || 7 [[Mushroom|Camel's Mane]], 7 [[Mushroom|Cobra Hood]], 7 [[Mushroom|Dead Tongue]], 7 [[Mushroom|Iron Knot]], 7 [[Mushroom|Peasant's Foot]],  7 [[Mushroom|Schizophyllum]],  7 [[Mushroom|Toad Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 5  || 16  || 7 [[Foraging|Chukkah]] 7 [[Foraging|Crimson Lettuce]] 7 [[Foraging|Crumpled Leaf Basil]] 7 [[Foraging|Dwarf Wild Lettuce]] 7 [[Foraging|Jaivanti]] 7 [[Foraging|Royal Rosemary]] 7 [[Foraging|Wild Garlic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 6  || 22  || 100 [[Peppers]] 100 [[Cucumbers]] 100 [[Vegetables|Eggplant]] 100 [[Coconut Meat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 7  || 29  || 100 [[Barley]] (Burnt), 100 [[Malt]] (Burnt), 100 [[Wheat]] (Burnt)&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+ || must learn [[Basic Chemistry]] &amp;amp; 10 [[Coconut Water]], 1 [[Huge Ruby]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 2  || 7  || 3 [[Fish Roe]], 70 [[Fish Meat|Carp Meat]], 25 [[Salt]], 77 [[Glass Jars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 3  || 12  || 7 [[Fish Roe]], 105 [[Fish Meat|Perch Meat]], 21 [[Mushroom|Salt Water Fungus]], 17 [[Thermometer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 4  || 18  || 14 [[Fish Roe]], 140 [[Fish Meat|Catfish Meat]], 35 [[Foraging|Ginseng Root]], 119 [[Gold Wire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 5  || 25  || 21 [[Fish Roe]], 175 [[Fish Meat|Tilapia Meat]], 42 [[Mushroom|Heaven's Torrent Mushrooms]], 250 [[Powdered Gems|Powdered Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 6  || 33 || 42 [[Fish Roe]], 210 [[Fish Meat|Chromis Meat]], 50 [[Foraging|Myrrh]], 100 [[Powdered Gems|Powdered Sunstone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 7  || 42 || 105 [[Fish Roe]], 245 [[Fish Meat|Abdju Meat]], 7 [[Foraging|Deadwood Tree]], 70 [[Marble Dust|Oyster Shell Marble Dust]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 2  || 6  || 7 [[Bat Mite]], 7 [[Dew Fly]], 7 [[Glass Worm]], 7 [[Orchid Hopper]], 7 [[Pickel Slug]], 7 [[Ringed Wasp]], 7 [[Salt Mite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 3  || 9  || 14 [[Footworm]], 14 [[Corkscrew Asp]], 14 [[Corn Maggot]], 14 [[Fruit Maggot]], 14 [[Red Cricket]], 14 [[Sand Mite]], 14 [[Rose Mite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 4  || 12 || 21 [[Bloodworm]], 21 [[White Mealybug]], 21 [[Rose Swallowtail]], 21 [[Clearwing]], 21 [[Golden Asp]], 21 [[Slime Moth]], 21 [[Toad Sawfly]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 5  || 15 || 28 [[Bristleworm]], 28 [[Mud Asp]], 28 [[Leaf Snapper]], 28 [[Woodmoth]], 28 [[Woolly Aphid]], 28 [[Camel Weevel]], 28 [[Hairy Slug]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 6  || 18 || 35 [[Nippleworm]], 35 [[Blister Beetle]], 35 [[Leafhopper]], 35 [[Snowberry Butterfly]], 35 [[Ash Centipede]], 35 [[Feather Midge]], 35 [[Skinlicker]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 7  || 21 || 42 [[Needleworm]], 42 [[Clay Slug]], 42 [[Raspberry Moth]], 42 [[Nightwing]], 42 [[Horned Hookworm]], 42 [[Grass Slug]], 42 [[Stone Fly]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 1 [[Huge Sapphire]], 1 [[Large Emerald]], 1 [[Medium Diamond]], 1 [[Small Topaz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilgrim Shrine Construction]]  || 9  || 1 [[Oyster Shell Marble]] , 1 [[Yellow Alabaster]] , 1 [[Mud Granite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ploughing]]  || 10  || 100 [[Cabbage]] , 100 [[Carrot]] , 100 [[Cucumbers]] , 100 [[Leeks]] , 100 [[Onion]]s , 100 [[Peppers]] , 100 [[Watermelon]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Preservation]]  || 14  || 50 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]] 2  || 5  || need [[Ritual Item Construction]] 1, 14 [[Candle]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Pepper_Seeds&amp;diff=96046</id>
		<title>Pepper Seeds</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Pepper_Seeds&amp;diff=96046"/>
		<updated>2019-08-21T20:38:45Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In T9, there is an about 5000:1 chance of getting a Pepper seed from a herb. It is probably from the herb called Herbert.&amp;lt;br&amp;gt;&lt;br /&gt;
This information was told to Fairy by Malard, who later unintentionally posted a [https://cdn.discordapp.com/attachments/398914244143480834/613474882650374197/unknown.png screenshot] of that chat while teasing Sheeple by not allowing him to pick up onions anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
==Pepper Seed yield data==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#FFF0CC&amp;quot;&lt;br /&gt;
! Strength !! Dexterity !! Speed !!  Perception !! Focus !! Constitution !! Endurance !! Yield !! Total Attempts&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=96042</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=96042"/>
		<updated>2019-08-21T19:37:40Z</updated>

		<summary type="html">&lt;p&gt;Manon: fixed a few typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now. Think of a faction more as a sphere of influence.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduced us to Factions. They are still here in T9. When you leave Welcome Island, you must decide which you belong to. This will affect where you start.&amp;lt;br&amp;gt;&lt;br /&gt;
The three factions are: Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
Based in the south are the Kush, with their captial at Meroe.&amp;lt;br&amp;gt;&lt;br /&gt;
The Hyksos are in central Egypt. Their capital is Avaris.&amp;lt;br&amp;gt;&lt;br /&gt;
The Meshwesh dwell in the north, in the Nile delta. Their capital is Tanis.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. In T9 we have region chats again so you can still chat with your neighbors if you don't have faction chat.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the difficulty for new players to find a community. So, even if you don't want to be involved in donations for techs or fight for the loyalty of regions for your faction you can still be a part of a community. The regions really are just to get the community feel and to denote factional territorial control.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Faction Regions=&lt;br /&gt;
There are a total of 50 regions in Egypt. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot; which are permanent faction territory. The capital of each faction also has a chariot stop.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible for a faction to expand its sphere of influence into other regions and have the faction chat there as well. In T9 this is done through contributing faction tokens at the appropriate time at the tribute post of the target region. At first when the tale starts, all non-home regions are neutral, i.e. unaligned. By using a single faction token, a faction can claim an unaligned region.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Later in the game, non-home regions have the possibility of changing alliance. This can happen if another faction bids more than the defender. Defenders always have a defense bonus, so taking over a region is not an easy task. (see Tokens &amp;amp; regions below)&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you are in a region that is not under the influence of your faction, you will still have access to that region's &amp;quot;region chat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Tokens &amp;amp; regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and any paid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can receive a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction generates an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, there are no special benefits in getting a higher faction rank apart from Elder(this is the replacement of Demi-Pharaoh).&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank or kick them out of the faction. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
Elders are elected. To start an election, go to the Great Hall and petition for an election. Once enough people have done this, the elections will take place automatically and the faction members can vote on who the new Elder should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=96041</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=96041"/>
		<updated>2019-08-21T19:35:38Z</updated>

		<summary type="html">&lt;p&gt;Manon: Removed a lot of info below the T8 template that has been verified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now. Think of a faction more as a sphere of influence.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduced us to Factions. They are still here in T9. When you leave Welcome Island, you must decide which you belong to. This will affect where you start.&amp;lt;br&amp;gt;&lt;br /&gt;
The three factions are:Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Based in the south are the Kush, with their captial at Meroe.&amp;lt;br&amp;gt;&lt;br /&gt;
The Hyksos are in central Egypt. Their capital is Avaris.&amp;lt;br&amp;gt;&lt;br /&gt;
The Meshwesh dwell in the north, in the Nile delta. Their capital is Tanis.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. In T9 we have region chats again so you can still chat with your neighbors if you don't have faction chat.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the difficulty for new players to find a community. So, even if you don't want to be involved in donations for techs or fight for the loyalty of regions for your faction you can still be a part of a community. The regions really are just to get the community feel and to denote factional territorial control.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Faction Regions=&lt;br /&gt;
There are a total of 50 regions in Egypt. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot; which are permanent faction territory. The capital of each faction also has a chariot stop.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible for a faction to expand its sphere of influence into other regions and have the faction chat there as well. In T9 this is done through contributing faction tokens at the appropriate time at the tribute post of the target region. At first when the tale starts, all non-home regions are neutral, i.e. unaligned. By using a single faction token, a faction can claim an unaligned region.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Later in the game, non-home regions have the possibility of changing alliance. This can happen if another faction bids more than the defender. Defenders always have a defense bonus, so taking over a region is not an easy task. (see Tokens &amp;amp; regions below)&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you are in a region that is not under the influence of your faction, you will still have access to that region's &amp;quot;region chat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Tokens &amp;amp; regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and any paid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can receive a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction generates an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, there are no special benefits in getting a higher faction rank apart from Elder(this is the replacement of Demi-Pharaoh).&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank or kick them out of the faction. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
Elders are elected. To start an election, go to the Great Hall and petition for an election. Once enough people have done this, the elections will take place automatically and the faction members can vote on who the new Elder should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Buildings&amp;diff=96032</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Buildings&amp;diff=96032"/>
		<updated>2019-08-21T19:03:11Z</updated>

		<summary type="html">&lt;p&gt;Manon: Removed a lot of info below the T8 template that has been verified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
A '''building''' is anything player-built that is visible and can be interacted with.  The term doesn't include [[resources]] that have been simply dropped on the ground, nor public structures such as Universities and benches, nor natural features such as trees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before updating this list or creating new building pages, please read the Guidelines at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Please keep the items in alphabetical order, with the name used in-game.'''&lt;br /&gt;
&lt;br /&gt;
=Building Summary=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#FFF0CC&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===A===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===B===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Box]] || 24 [[Boards]] || 3x3 || CP || Storage (capacity 1000). ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Box Kiln]] || 32 [[Bricks]] || 5x7 || CP || Used for firing [[Wet Firebricks]] (Capacity 6). || Sk: [[Kiln Construction]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===C===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpentry Shop]] ||36 [[Bricks]], 60 [[Boards]], 2 [[Rope]], 8 [[Slate]] ||14x16 || CP ||For making [[Boards]] and basic [[Tools]]. ||Sk: [[Carpentry]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Compound]]||100 [[Boards]], 200 [[Bricks]]||6 sectors||Out||Main Building|| SK: [[Compound Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crafting Bench]] || 100 [[Boards]]|| 11x5 ||CP||Assemble crafting items||SK: [[Crafting]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===D===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Drying Rack]] ||18 [[Boards]] ||3x6 ||Out ||Allows drying of [[Grass]], [[Rotten Flax]], [[Papyrus]], [[Wet Linen]] and [[Wheat]]. ||Sk: [[Flax Processing]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===E===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===F===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Fence]] ||50 [[Boards]] ||  ||Out ||A decorative building for your camp. || Sk: [[Carpentry]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flax Comb]] ||18 [[Boards]], 36 [[Bricks]], 60 [[Thorns]] ||5x6 ||CP / Out* ||Low-tech [[Flax]] processing. ||Sk: [[Flax Processing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flimsy Brick Mould]] ||4 [[Boards]] || ||Out ||Early building for making [[Bricks]]. ||Sk: [[Brick Making]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===G===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Guild Hall]] ||(100+2*(''n''^2)) [[Boards]], (100+4*(''n''^2)) [[Bricks]] || ||SCS ||[[Guilds]]! For fun and profit! Woo! (''n''=member limit) ||Tc: [[Guild Construction]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===H===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===I===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===J===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===K===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===L===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===M===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===N===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===O===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Mine|Ore Mine]] ||100 [[Boards]], 300 [[Bricks]], 100 [[Leather]], 10 [[Pulley]], 75 [[Rope]], 100 [[Water]] ||  ||Out ||A mine. ||Tc: [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===P===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Pottery Wheel]] ||12 [[Boards]], 48 [[Bricks]], 1 [[Flystone]], 1 [[Leather]], 4 [[Oil]], 4 [[Rope]] ||5x5 ||CP ||For turning [[Clay]] into [[Wet Jugs]]. ||Sk: [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Q===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===R===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Rock Saw]] || 100 [[Boards]], 500 [[Bricks]], 12 [[Flint]], 15 [[Leather]], 100 [[Oil]], 9 [[Rope]] || 9x14 || CP || Saws Rocks || Tc: [[Stonework]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===S===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculpture]] ||100 [[Boards]], 10 [[Rope]], 4 [[Linen]] || 17x21 ||Out ||A decorative sculpture, which must be created for Task :[[Art and Music]]. ||?&lt;br /&gt;
|-&lt;br /&gt;
| [[Sheep Pen]] ||100 [[Boards]], 1200 [[Bricks]], 60 [[Dried Flax]] || ||SCS ||Basic Building for the storage, slaughtering and breeding of [[Sheep]]. ||Tc: [[Animal Husbandry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Apiary|Simple Apiary]]||8 [[Boards]], 1 [[Linen]] ||1x1 || Out || Used to make [[Honey]],[[Beeswax]] and [[Royal Jelly]] || Tc: [[Beekeeping]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonfire|Simple Bonfire]] ||1 [[Wood]] || Varies ||Out ||Used for production of charcoal. ||Tc: [[Pyrolysis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Construction Site]] ||1 [[Canvas]], 4 [[Rope]], 20 [[Boards]] ||  ||Out ||An intermediate Building used to construct other Buildings. ||Sk: [[Project Management]] 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Distaff]] ||12 [[Boards]], 100 [[Bricks]], 10 [[Wood]] ||9x16 ||Out*, CP ||For secondary processing of [[Flax]] products (Tow, Lint, Twine). ||Sk: [[Flax Processing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Storage Basket]] ||8 [[Boards]], 28 [[Dried Flax]] || || Out ||Storage (capacity 1000) ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Student's Loom]] ||8 [[Boards]], 120 [[Twine]] || 4x4 || CP || For weaving [[Linen]], [[Canvas]], [[Sail]], [[Baskets]] and [[Silk Cloth]]. || Sk: [[Clothwork]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===T===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===U===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===V===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===W===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Wood Plane]] ||4 [[Slate]], 1 [[Stone Blade]] ||  ||Out, CP ||Early building for making [[Boards]]. ||Sk: [[Carpentry]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===X===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Y===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Z===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Page Guidelines ==&lt;br /&gt;
When creating a new building page, please observe the format used in existing pages. For details on the template to use and how to denote requirements and item production so autogenerated lists on resource pages pick it up, please see [[Template:Building]].&lt;br /&gt;
&lt;br /&gt;
== List Guidelines ==&lt;br /&gt;
In future, this list should be automatically generated from all the building pages. In the meantime, please observe these guidelines when updating the list.&lt;br /&gt;
&lt;br /&gt;
=== Legend ===&lt;br /&gt;
* '''Name''': The name of the building when you try to build it or click on it in the game.&lt;br /&gt;
* '''Cost''': The cost of the building, briefly, for quick reference.&lt;br /&gt;
* '''Size''': The size of the building when built inside a compound.&lt;br /&gt;
* '''Where''': How the building is built:&lt;br /&gt;
** ''CP'' = inside a Compound&lt;br /&gt;
** ''Out'' = Self &amp;gt; Projects menu&lt;br /&gt;
** ''Out*'' = Self &amp;gt; Projects menu, but only by a Peasant&lt;br /&gt;
** ''SCS'' = Small Construction Site&lt;br /&gt;
** ''MCS'' = Medium Construction Site &lt;br /&gt;
** ''ACS'' = Aqueduct Construction Site&lt;br /&gt;
* '''Brief Description''': Just some comment about it, in case people don't want to load the individual pages.&lt;br /&gt;
* '''Prerequisite''': What you need to have to build&lt;br /&gt;
** ''Sk'' = Skill&lt;br /&gt;
** ''Tc'' = Tech&lt;br /&gt;
** ''Fct'' = Faction Tech&lt;br /&gt;
** ''Ts'' = Test (started, not passed)&lt;br /&gt;
&lt;br /&gt;
=== Building Names ===&lt;br /&gt;
* All buildings (as defined above) should be in the list. If you know of a building that is not in the list, please add it.&lt;br /&gt;
* All buildings should appear in the list AS NAMED IN GAME. So if it's &amp;quot;oreinferno&amp;quot; in game, it should be &amp;quot;oreinferno&amp;quot; here. Including capitalization, please.&lt;br /&gt;
** The authoritative form is the name you get when you click on the completed building &amp;quot;This is a Foo.&amp;quot;&lt;br /&gt;
** If you think &amp;quot;Ore Inferno&amp;quot; should link to &amp;quot;oreinferno,&amp;quot; others probably agree. Add a page that REDIRECTS Ore Inferno to oreinferno using the Formatting rules.&lt;br /&gt;
** If you think &amp;quot;Ore Infernos&amp;quot; and &amp;quot;oreinfernos&amp;quot; and &amp;quot;inferno&amp;quot; and &amp;quot;infernos&amp;quot; should all link there too, since people will want to link with singular and plurals, or any other kinds of things similar to this, others probably agree. Add a page that REDIRECTS those pages to oreinferno, using the Formatting rules. &lt;br /&gt;
* Groupings are allowed and encouraged. &amp;quot;Furnaces&amp;quot; should exist, and should describe furnaces in general, then link to each individual furnace. Same with any other groups people feel are appropriate. &lt;br /&gt;
&lt;br /&gt;
=== Requests ===&lt;br /&gt;
* Please add any buildings to the list if they exist and are not in the list.&lt;br /&gt;
* Please fill in the building detail page, using the '''building template'''.&lt;br /&gt;
** Cost to build (including links to each resource).&lt;br /&gt;
** Things the building can produce, costs involved, etc., including links to resources/buildings where appropriate.&lt;br /&gt;
** Links to closely related topics. For instance, the &amp;quot;Anvil&amp;quot; page will link to &amp;quot;Blacksmithing&amp;quot; because they are related.&lt;br /&gt;
** '''Please include a &amp;lt;nowiki&amp;gt;[[Category:Buildings]]&amp;lt;/nowiki&amp;gt; tag at the end of the detail page.'''&lt;br /&gt;
* If you want to develop extensive information, such as how-to, theory pages, FAQs, etc., please make separate pages, as this is intended to be a list of fact, not speculation or theory.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
=Building Summary=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#FFF0CC&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===A===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bath]]||1 [[Oyster Shell Marble]], 4 [[Canvas]]|| 5x3|| CP||Used for converting [[metal]]s into [[Salts of Metal]] || Tc: [[Neutralization]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Alchemist's Bench]]||1 [[Iron Cookpot]], 12 [[Papyrus Paper]], 7 [[Glass Jar]]s || 9x12 || CP || Used to combine alchemical tinctures || Tc: [[Alchemy]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Alembic]]||6 [[Copper Sheeting]], 1 [[Thermometer]], 25 [[Gold Wire]], 2 [[Small Gears]], 15 [[Glass Jars]]|| 9x14|| CP||Used for converting [[Guides/Wine|Wine]] and [[Beer]] into [[Spirits]] || Tc: [[Distillation]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ant Colony]]|| 4 [[Sheet Glass]], 4 [[Iron Bars]], 1 [[Thermometer]], 75  [[Treated Boards|Nontoxic, Termite Resistant Boards]] 100 [[Red Sand]], 100 [[White Sand]], 100 [[Sand]], 100 [[Dirt]], 100 [[Clay]]   || 5x3  || CP||Used for raising ants.|| Tc: [[Myrmecology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Anvil]]||1 [[Anvil Bed]], 120 [[Firebricks]], 4 [[Water in Jugs]]|| 7x15|| CP||Used for the smithing of various tools.|| Tc: [[Advanced Blacksmithing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Assimilation Bath]]||10 [[Glass Pipe]], 1 [[Thermometer]], 25 [[Silver]], 3 [[Copper Strap]] || 9x12 || CP || Used to create alchemical tinctures || Tc: [[Alchemical Maceration]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===B===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Banner]] || 1200 [[Wood]], 500 [[Boards]], 30 [[Linen]], 25 [[Rope]], 2 [[Pulley]] ||  || MCS || Requires faction rank of Associate or higher. Provides a stat boost to faction members in range. || Fct: [[Banner Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Barrel Grinder]] || 120 [[Bearings]], 3200 [[Boards]], 20 [[Steel Cable]], 600 [[Leather]], 4000 [[Oil]], 1000 [[Small Quartz]] || 11x19 || CP || Used to grind [[Aluminum]] and [[Silver]] to powder || Tc: [[Pyrotechnic Mortar Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Barrel Vise]] || 2 [[Brass Plate]], 6 [[Copper Sheeting]] || 9x9 || CP || Used to make [[Small Barrels]] || Sk: [[Cooperage]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Basic Sign]] || 10 [[Wood]], 4 [[Boards]], 2 [[Rope]] || || Out || Used to supply a note or information about a place || Tc: [[Sign Construction]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Basic Tub]] || 240 [[Bricks]], 2 [[Canvas]] || 7x13 || CP || Used to rot [[Dung]] into [[Saltpeter]], [[Flax]] into [[Rotten Flax]] or produce [[Sulfur]] from [[Sulphurous Water]] || Sk: [[Flax Processing]] &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Beer Kettle]] || 1 [[Brass Pot]], 4 [[Copper Sheeting]] || || Out || For making [[Beer]] || Tc: [[Beer Brewing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Beetle Terrarium]]||	100 [[Dirt]], 3 [[Linen]], 12 [[Sheet Glass]]||	9x9 ||CP ||For breeding Beetles.||Tc: [[Entomology]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blast Furnace]] || 100 [[Boards]], 20 [[Clay]], 100 [[Concrete]], 6 [[Crucibles]], 10 [[Glass Pipe]], 50 [[Leather]], 5 [[Pulley]], 100 [[Steel Sheeting]] || 9x12 || CP || Used for smelting metal ore || Tc: [[Metallurgy 1]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonfire Platform]] || 8 [[Cut Stone]] 12 [[Gold Foil]] 8 [[Gold Wire]] 8 [[Cement]] 2 [[Marble]] ||  || SCS || Lossless wood storage ||Tc: [[Bonfire Stabilization]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bullet Furnace]] || 1 [[Crucibles]], 50 [[Firebricks]] || 5x6 || CP || Used for smelting metal ore || Tc: [[Metallurgy 1]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Butter Churn]] || 50 [[Boards]], 5 [[Wood]], 3 [[Copper Strap]], 1 [[Barrel Tap]]  || 2x2 || Out || Used to make Butter from fresh milk || Sk: [[Cheese Making]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===C===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Casting Box]]|| See [[Student's Casting Box]] or [[Master's Casting Box]]|| || CP||(Category) Used for casting items from metal.|| Tc: [[Casting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceremonial Tasting Table]] || 6 [[Oyster Shell Marble]], 20 [[Boards]]  || 13x6 || CP || For drinking [[Beer]] and [[Wine]]. || &lt;br /&gt;
|-&lt;br /&gt;
| [[Ceremonial Ship]] || 1 Sail 7 Papyrus Paper 100 Boards || Out ||	SCS ||	Captain's Ship for doubloon distribution ||	Ts: [[Test of the Retired Pirates]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Charcoal Hearth]] ||360 [[Bricks]], 240 [[Firebricks]] || 8x19 || CP || Converts 100 [[Wood]] into 100 [[Charcoal]]. || Tc: [[Basic Charcoal Production]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Charcoal Oven]] ||600 [[Clay Bricks]], 1200 [[Bricks]], 4 [[Iron Bars]], 8 [[Copper Sheeting]], 8 [[Copper Wire]], 40 [[Leather]] || 11x17 || CP || Converts 200 [[Wood]] into 200 [[Charcoal]] || Tc: [[Advanced Charcoal Production]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemical_Bath| Chemical Bath]] ||300 Hard Rotproof Fireproof [[Treated Boards]], 2 [[Distillation Coil]], 7500+ Quality, 20 [[Fine Glass Pipe]], 200 [[Nails]], 40 [[Bolt]], 80 [[Washer]], 20 [[Steel Sheeting]], 20 [[Iron Bars]], 100 [[Canvas]], 10 [[Tar]], 50 [[Copper Pipe]], 2 [[Thermometer]] || 16x30 || CP || Treats Metal || Tc: [[Basic Metal Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry Laboratory]] || 50 [[Glass Jars]], 20 [[Glass Rods]], 900 [[Boards]], 214 [[Nails]], 19 [[Rope]], 10 [[Wooden Peg]], 5 [[Copper Sheeting]], 1 [[Wooden Pestle]], 1 [[Clay Mortars]] || 13x15 || CP || Basic chemistry lab for making simple chemicals/compounds || Tc: [[Basic Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Chest]] ||48 [[Boards]], 400 [[Bricks]] ||3x5 ||CP ||Storage (capacity 5000). ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chicken Coop]] ||50 [[Boards]], 600 [[Bricks]], 15 [[Cut Stone]], 60 [[Dried Flax]] ||15x17 ||SCS ||Chicken Coops house Chickens (Hens and Rosters), and they can breed and lay Eggs here.||  Tc: [[Avian Selection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cicada Cage]]||4 [[Boards]], 1 [[Linen]]|| || Out||holds cicadas||Ts: [[Test of the Singing Cicada]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clinker Vat]] || 10 [[Copper Sheeting]], 60 [[Cut Stone]], 2500 [[Firebricks]] || 21x21 || CP || Used to make [[Cement]] and [[Concrete]] || Tc: [[Masonry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Compression Furnace]] || 100 [[Clay]], 3 [[Crucibles]], 200 [[Firebricks]], 5 [[Iron Bars]] || 11x15 || CP || Used for smelting metal ore || Tc: [[Metallurgy 1]]&lt;br /&gt;
|-&lt;br /&gt;
| Construction Site ||See [[Small Construction Site]], [[Medium Construction Site]] || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Contest Booth||100 Boards, 25 Papyrus Paper ||Outdoor || || ||Tech: Contest Organization&lt;br /&gt;
|-&lt;br /&gt;
| [[Creamery]] || 200 [[Wood]], 15 [[Steel]], 3 [[Copper Pot]], 500 [[Bricks]], 4 [[Linen]], 2 [[Pulley]], 5 [[Rope]], 2 [[Barrel Tap]] || 14x11 || SCS || Used for making cheese || Sk: [[Cheesemaking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crematory]] || 80 [[Concrete]], 4 [[Sun Steel]], 14 [[Brass]], 400 [[Small Quartz]], 210 [[Raeli Tiles|Greyish Raeli Tiles]], 7 [[Thermometer]] || 10x10 || CP || More efficient [[ash]]/[[lime]] creation || Tc: [[Advanced Chemistry 1]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===D===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Deep Well]] || 200 [[Rope]], 400 [[Boards]], 300 [[Nails]], 20 [[Screw Gear]], 500 [[Oil]], 2000 [[Leather]] || ||MCS ||[[Petroleum]]! ||Tc: [[Deep Well Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert Rat Trap]] ||1 [[Canvas]], 4 [[Boards]] ||  ||Out ||Used to capture [[Desert Rats]] for [[Test of the Safari]]. ||?&lt;br /&gt;
|-&lt;br /&gt;
| [[Dromedary Pen]] ||200 [[Boards]] 400 [[Bricks]]|| ||SCP ||Home for camels to live and breed. Can be used for infinite storage of [[Straw]] ||Tc: [[Animal husbandry]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===E===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Essence of Harmony]] || 222 [[Palm Frond]], 100 [[Cut Stone]], 75 [[Linen]], 150 [[Boards]], 300 [[Papyrus|Fertile Papyrus]] || || SCS || Used for various Harmony Tests || Ts: [[Principles of Harmony]] Completed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===F===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Faction Associate Trophy]] ||500 [[Bricks]], 400 [[Boards]], 100 [[Jugs of Water]] || ||Out || A decorative pool. ||Sk: [[Local Leadership]] 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Faction Elder Trophy]] || 2000 [[Bricks]], 500 [[Boards]], 500 [[Jugs of Water]], 50 [[Papyrus Paper]], 50 [[Nails]], 25 [[Steel]], 50 [[Gold]], 20 [[Pulley]], 200 [[Concrete]] || ||Out ||A mighty monument available only to faction Elders. ||Sk: [[Local Leadership]] 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Faction Fellow Trophy]] ||1250 [[Bricks]], 500 [[Boards]], 300 [[Jugs of Water]], 50 [[Papyrus Paper]], 50 [[Nails]], 25 [[Steel]], 50 [[Gold]], 20 [[Pulley]], 100 [[Concrete]] || ||Out ||A decorative obelisk. ||Sk: [[Local Leadership]] 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Faction Initiate Trophy]] ||300 [[Bricks]], 200 [[Boards]] || ||Out ||A decorative fountain. ||Sk: [[Local Leadership]] 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Faction Kinsman Trophy]] || 1000 [[Bricks]], 500 [[Boards]], 200 [[Jugs of Water]] (consumed), 50 [[Papyrus Paper]], 50 [[Nails]], 10 [[Gold]] || ||Out || A decorative fountain. ||Sk: [[Local Leadership]] 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Faction Member Trophy]] ||750 [[Bricks]], 500 [[Boards]], 150 [[Jugs of Water]] (consumed), 50 [[Papyrus Paper]], 50 [[Nails]] || ||Out ||A decorative fountain. ||Sk: [[Local Leadership]] 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Faction Patriarch Trophy]] || 1500 [[Bricks]], 500 [[Boards]], 300 [[Jugs of Water]], 50 [[Papyrus Paper]], 50 [[Nails]], 25 [[Steel]], 50 [[Gold]], 20 [[Pulley]], 100 [[Concrete]] || ||Out ||A decorative obelisk. ||Sk: [[Local Leadership]] 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec Trap]] ||4 [[Boards]], 1 [[Rope]] ||  ||Out ||Used to capture [[Fennecs]] for [[Test of the Safari]]. ||?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ferry Boat]] ||20 [[Boards]], 4 [[Rope]], 1 [[Sail]], 4 [[Tar]], 20 [[Wood]] || || ||A small boat for crossing short stretches of shallow water. ||Sk: [[Ferry Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Firepit]] ||40 [[Firebricks]], 80 [[Slate]]|| ||Out ||A firepit for making [[Charcoal]], [[Lime]], [[Ash]] and grilled [[Vegetables]] as well as [[Fish]]. ||Tc: [[Controlled Burn]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flax Hammock]] ||8 [[Boards]], 4 [[Rope]], 2 [[Canvas]] ||9x17 ||Out ||Advanced building for drying [[Grass]], [[Rotten Flax]], [[Papyrus]], [[Wet Linen]] and [[Wheat]]. ||Sk: [[Flax Processing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fleet Furnace]] ||30 [[Cut Stone]] 1 [[Iron Pot]] 60 [[Leather]] 600 [[Firebricks]] 40 [[Gems|Small Quartz]] 40 [[Gems|Small Diamond]] || 21x11 ||CP ||Reactory for making [[Quicksilver]] from [[Red Sand]]. ||Sk: [[Basic Chemistry]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Forge]]|| See [[Student's Forge]] or [[Master's Forge]]|| || CP||(Category) Used for forging items from metal.|| Tc: [[Blacksmithing]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===G===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Gearbox Assembly Table]] || 280 [[Boards]], 56 [[Nails]] ||15x16 ||CP ||For assembling gearboxes. ||Tc: [[Gearbox Design]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem Cutting Table]] || 6 [[Small Gears|Brass Small Gears]], 3 [[Cut Stone]], 6 [[White Sand]], 30 [[Rope]], 12 [[Steel Wire]]||17x17 ||CP ||Allows cutting of Cuttable Gems into [[Cut Gems]] of various types.  ||Tc: [[Gem Cutting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glazier's Bench]] ||200 [[Firebricks]], 400 [[Bricks]], 1200 [[Sand]] || || 6 x 13 ||Workbench for producing simple glass products and glas which can be used in a [[Glory Hole]] ||Tc: [[Glassblowing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glory Hole]] ||40 [[Cut Stone]], 600 [[Firebricks]], 20 [[Steel Sheeting]], 2 [[Copper Strap]], 1 [[Iron Bar]] ||13x13 ||CP || ||Tc: [[Advanced Glassblowing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grain Oven]] ||45 [[Copper Wire]], 40 [[Slate]], 120 [[Firebricks]] ||7 x 7 || CP || ||Tc: [[Barley Cultivation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Greenhouse]] ||'''Small''' - 32 [[Sheet Glass]], 1 [[Thermometer]], 500 [[Dirt]], 6 [[Canvas]], 60 [[Water in Jugs]] &amp;lt;br&amp;gt; '''Medium''' - 96 [[Sheet Glass]], 3 [[Thermometer]]s, 1500 [[Dirt]], 18 [[Canvas]], 180 [[Water in Jugs]]&amp;lt;br&amp;gt;'''Large''' - 298 [[Sheet Glass]], 9 [[Thermometer]]s, 4500 [[Dirt]], 54 [[Canvas]], 540 [[Water in Jugs]]|| Out || Small/Medium use SCS &amp;lt;br /&amp;gt; Large uses MCS || Used to grow grass (100/300/900) and for [[Cross Breeding]]||Tc: [[Gardening]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gyration Cell]] || 1000 [[Boards]], 500 [[Clay]], 250 [[Concrete]], 50 [[Copper Sheeting]], 12 [[Crucibles]], 20 [[Glass Pipe]], 100 [[Leather]], 50 [[Moon Steel]], 10 [[Pulley]], 25 [[Tin Sheeting]] ||7x8 || CP || High Efficiency/High Speed [[Charcoal]] [[Furnaces|Furnace]] ||Tc: [[Metallurgy 3]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===H===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Hackling Rake]] ||18 [[Boards]], 36 [[Bricks]], 60 [[Nails]] ||6x5 ||CP ||Better [[Flax]] processing. &amp;lt;br /&amp;gt; Processes 10 rotten flax &amp;lt;br /&amp;gt;&amp;lt;!-- upgrade with [[Cut_Gems#Eyelet | 2 cut gem: eyelet]] --&amp;gt;  ||Sk: [[Flax Processing]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Hades Furnace]] || 2 [[Aluminum Plate]], 5000 [[Boards]], 5000 [[Clay Bricks]], 100 [[Copper Sheeting]], 30 [[Crucibles]], 500 [[Cut Stone]], 20 [[Fine Glass Pipe]], 75 [[Iron Bars]], 75 [[Iron Strap]], 25 [[Pulley]], 300 [[Steel Sheeting]], 3 [[Thermometer]], 15 [[Tin Sheeting]] || || MCS || High Efficiency, Long Duration, High Pollution Petroleum  [[Furnaces|Furnace]] || Tc: [[Metallurgy 2]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hand Loom]] ||4 [[Boards]], 2 [[Loom Frame]] ||4x4 ||CP ||Better weaving building. ||Sk: [[Clothwork]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hexaglyph Tablet]] || 700 [[Boards]], 2 [[Cut Gems#Hile.27s_Chevrons|Hile's Chevrons Cut Turquoise]], 25 [[Iron Bars]], 5 [[Iron Strap]], 100 [[Linen]], 100 [[Slate]], 25 [[Mandibular Glue]], 100 [[Metal Blue Wire]], 343 [[Nails]], 100 Orange [[Paint]] || 3x15 || CP || For the [[Test of Hexaglyphs]] || Ts: [[Test of Hexaglyphs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Huge Chest]] || 96 [[Boards]], 600 [[Bricks]], 2 [[Iron Strap]] || 5x7 || CP || Storage (capacity 15,000) ||Tc: [[Storage Improvements 2]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===I===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Brick Rack]] ||18 [[Boards]], 36 [[Nails]] ||5x5|| 	CP ||	Better brick making. ||	Sk: [[Improved Brick Rack Construction]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Hackling Rake]] ||60 [[Nails]], 36 [[Bricks]], 18 [[Treated Boards | Hard, Rotproof Boards]] ||5x6|| CP || Processes 30 rotten flax || Tc: [[Structure Reinforcement]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Incense Burner]] || 3 [[Glass Rods]], 1 [[Large Quartz]], 3 [[Silver]] 1 [[Copper Sheeting]] ||3x3 ||CP ||Used to burn [[Incense]]. ||Tc: [[Aromatics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Indonesian Bee Hive]] || 12 [[Linen]], 200 [[Clay]], 2 [[Baskets]] || || SCS || Used to create [[Aromatic Honey]] and [[Citrus]] || Sk: [[Indonesian Bee Care]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===J===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===K===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Kettle]] || 1 [[Iron Pot]], 4 [[Copper Sheeting]] || 5x5 || CP || Used to reduce various liquids by boiling || Sk: [[Cooking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Khefre's Locker]] || 50 [[Boards]], 100 [[Bricks]], 20 [[Slate]] || 7x7 || CP || Storage for [[Beetles]] || Ts: [[Test of Khefre's Children]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen]] || 1 [[Clay Mortars]], 32 [[Bricks]], 20 [[Firebricks]], 20 [[Boards]] || 13x15 || CP || Processing food, cooking recipes when upgraded with an [[Iron Cookpot]] || Sk: [[Cooking]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===L===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Distaff]] ||12 [[Boards]], 200 [[Clay Bricks]], 10 [[Wood]], 2 [[Copper Sheeting]], 200 [[Concrete]] ||14x22 ||CP ||Larger capacity than [[Small Distaff]]. ||Tc: [[Structure Reinforcement]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Greenhouse|Large Greenhouse]] || 298 [[Sheet Glass]] 9 [[Thermometer]]s 4500 [[Dirt]] 54 [[Canvas]] 540 Water in Jugs ||n/a||MCS ||900 Grass ||Gardening&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Aging Rack]] || 30 [[Nails]], 10 [[Rope]], 200 [[Boards]] || 3x3 || CP || A large rack that can age up to 20 cheeses || Sk: [[Cheesemaking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Long-Range Ferry]] ||4 [[Silk Cloth]], 50 [[Treated Boards|Rigid Rotproof Boards]], 50 [[Treated Boards|Pliable Rotproof Boards]], 20 [[Rope]], 200 [[Wood]], 20 [[Tar]]   || n/a || SCS ||Longer range than [[Ferry Boat]]. ||Tc: [[Ferry Construction 2]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===M===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Malting Tray]] || 8 [[Boards]], 20 [[Papyrus Paper]] || 5x5 ||CP || For converting [[Barley]] into [[Malt]]. ||Tc: [[Barley Cultivation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble Tub]] || 1 [[Tangerine Marble]], 20 [[Tar]], 10 [[Canvas]] || 7x13 || CP || An improved tub which doesn't crumble || Sk: [[Advanced Tub Design]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mason's Bench]] ||30 [[Boards]], 48 [[Bricks]], 6 [[Flint]], 20 [[Leather]], 4 [[Oil]], 4 [[Rope]] ||8x9 ||CP ||Cuts a [[Medium Stones|medium stone]] into a [[Crucibles|crucible]] or [[Nail Mould|nail mould]]. ||Tc: [[Stonemasonry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Master's Casting Box]]||24 [[Boards]], 200 [[Firebricks]], 400 [[Bricks]], 50 [[Rope]], 12000 [[Sand]], 20 [[Clay Steeped Wool Cloth]] || 15X35 || CP||For turning metal into worked products like pots, gears, and bolts || Tc: [[Casting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Master's Forge]] || 72 [[Boards]], 200 [[Firebricks]], 400 [[Bricks]], 10 [[Clay Steeped Canvas]] || 17x16 || CP || For Metalwork || Tc: [[Blacksmithing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Construction Site]] ||2 [[Canvas]], 8 [[Rope]] || ||Out ||An intermediate Building used to construct other Buildings. ||Sk: [[Project Management]] 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Greenhouse|Medium Greenhouse]] || 96 [[Sheet Glass]] 3 [[Thermometer]]s 1500 [[Dirt]] 18 [[Canvas]] 180 Water in Jugs ||n/a||SCS ||300 Grass ||Gardening&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium House]] ||2 [[Canvas]], 8 [[Rope]], 4900 [[Rigid Rotproof Boards]], 2100 [[Glossy White Boards]], 2100 [[Glossy Blonde Boards]], 2100 [[Glossy Black Boards]], 4900 [[Nails]], 15 [[White Travertine]], 300 [[Linen]], 200 [[Rope]], 8 [[Canary Granite]], 2000 [[concrete]], 200 Light Green Paint, 200 Light Blue Paint, 200 Golden Rod Paint|| || SCS || Available after passing 4 Arch Tests &lt;br /&gt;
|-&lt;br /&gt;
| [[Mine]] || 100 [[Boards]], 300 [[Bricks]], 100 [[Leather]], 10 [[Pulley]], 75 [[Rope]], 100 [[Jugs|Water In Jugs]] || || Out || Used to dig up ore || Tc: [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mining Camp]] || '''Small - '''  25 [[Wood]],  5x Q2000 [[Shovel]], 2 [[Large Crude Handle]], 5 [[Medium Diamond]], 3 ''Region-specific Metal'' [[Bars]],  15 ''Region-specific Cooking Item'', 2  ''Region-specific Citrus'' &amp;lt;br /&amp;gt;'''Medium - ''' 25 [[Wood]], 5x Q4000  [[Shovel]], 2 [[Large Crude Handle]], 10 [[Medium Diamond]], 6 ''Region-specific Metal'' [[Bars]], 30  ''Region-specific Cooking Item'', 4 ''Region-specific Citrus''&amp;lt;br /&amp;gt;'''Large - ''' 25 [[Wood]], 5x Q6000 [[Shovel]], 2 [[Large Crude Handle]], 15 [[Medium Diamond]],  9 ''Region-specific Metal'' [[Bars]],  14 ''Region-specific Cooking Item'', 6 ''Region-specific Citrus'' || Out  || SCS || Used to dig up specialty ores (new T8) || Tc: [[Prospecting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mint]] || 1 [[Pinch Roller]], 1 [[Extrusion Plate]], 300 [[Cut Stone]], 100 [[Gold Wire]], 80 [[Bearings]], 400 [[Boards]], 800 [[Bricks]] || 9x15 || CP ||  || Tc: [[Minting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modern Sheep Farm]] || 250 Hard White Boards, 250 Nontoxic White Boards, 2000 Bricks, 125 Cut Stone, 300 Concrete, 25 Linen, 50 White Paint, 1 Thermometer, 125 Jugs || || Out || Used to farm sheep || Tc: [[Modern Sheep Farming]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===N===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===O===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Offering Vault]] || 1 [[Oyster Shell Marble]], 1 [[Iron Large Gear]], 3 [[Lead Pipe]], 5 [[Lead Sheeting]] 25 [[Bolts]] ||  ||SCS ||Building for Test of Balanced Goods &amp;lt;br /&amp;gt; After passing it becomes a storage vault ||Tc: [[Offering Vault Construction]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===P===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Paper Press]]||40 [[Cut Stone]], 1 [[Pinch Roller]], 4 [[Medium Gears]], 200 [[Oil]]|| 12x13||	CP||For making Paper.||	Tc: [[Papyrus Paper Fabrication]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Papyrus Tank]] || 15 [[Sheet Glass]], 77 [[Dirt]], 77 [[Silt]], 77 [[Sand]], 100 [[Water in Jugs]] || 5x8 || CP || Growing [[Sterile Papyrus]] || Tc: [[Aquaculture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Persephone Furnace]] || 1 [[Aluminum Plate]], 2500 [[Boards]], 2500 [[Clay Bricks]], 20 [[Copper Pipe]], 50 [[Copper Sheeting]], 15 [[Crucibles]], 250 [[Cut Stone]], 20 [[Fine Glass Pipe]], 500 [[Gypsum]], 40 [[Iron Bars]], 40 [[Iron Strap]], 200 [[Lime]], 10 [[Pulley]], 150 [[Steel Sheeting]], 10 [[Thermometer]], 10 [[Tin Sheeting]], 2000 [[Water in Jugs]] || || MCS || High Efficiency, Long Duration, Low Pollution Petroleum  [[Furnaces|Furnace]] || Tc: [[Metallurgy 2]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pigment Laboratory]] || 30 [[Glass Jars]], 6 [[Fine Glass Rod]]s, 12 [[Copper Sheeting]] || 11x11  ||CP ||For making [[Paint]]. ||Tc: [[The Science of Color]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilgrim Shrine]] || 7 of chosen marble type and chosen offering type ||   ||Out ||For Test of the Pilgrim ||Sk: [[Pilgrim Shrine Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pottery Deck]] ||240 [[Boards]], 500 [[Limestone]], 60 [[Flystone]], 200 [[Bearings]], 300 [[Oil]] ||20x21 ||CP ||For turning [[Clay]] into [[Wet Clay Dome]], [[Wet Cistern]], and [[Wet Pipe Segment]]. ||Tc: [[Structural Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyramids]] ||varies depending on size ||several ||PCS ||Various functions ||Tc: Each Uni&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Q===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| Quarry (see [[Stone Quarry]])  ||  ||   || OUT ||    ||  &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===R===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Rabbit Hutch]] || 1 [[Clay Dome]], 200 [[Straw]], 200 [[Boards]] || 18x19 || SCS, CP, On Dirt || For raising [[Rabbits]] || Tc: [[Animal Husbandry]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Raeli Oven]] ||  ||  ||Out ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
| [[Rain Barrel]] ||1 [[Small Barrels|Small Barrel]], 100 [[Boards]], 5 [[Copper Strap]], 50 [[Nails]] ||  ||Out ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranch]] ||50 [[boards]], 200 [[wood]], 30 [[rope]] ||  || Out|| ||Tc: [[Ranching]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Reactory]] ||12 [[Cut Stone]], 1 [[Iron Pot]], 20 [[Leather]], 240 [[Firebricks]], 10 [[Small Topaz]] ||17x17 ||CP ||A furnace used to create [[alloys]] || Tc: [[Advanced Metallurgy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Recycling Smeltery]] || 1 [[Crucible]] 300 [[Firebricks]] 10 [[Clay Steeped Wool Cloth]]  4 [[Forge|Steel Strap]] || 5x8 || CP || For recyling metal products from blacksmithing or fishing. || Tc: [[Salvage Techniques|Salvaging Techniques 4]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Reinforced Kiln]] ||4 [[Serpentine Marble]], 1000 [[Firebricks]], 10 [[Sun Steel]] [[Sheeting]]: Insulative, Stainless, 50 [[Cut Stone]] ||7x9 ||CP || For firing [[Wet Firebricks]], [[Wet Clay Bricks]], [[Wet Jugs]] and [[Wet Clay Mortars]] (capacity 30). Does not crumble  || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Torch]] ||1 [[Boards]], 1 [[Canvas]] (plus 1 [[Oil]] to light) || || Out ||Decorative torch used for [[Tests#Worship|Worship]] rituals. ||Sk: [[Ritual Item Construction]] (1)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===S===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Sacrificial Bonfire]] || 2500 [[Wood]], 250 [[Oil]], 1000 [[Firebricks]], 1 [[Silver Bowl]] || || SCS, near an altar || Required for Test of Vigil || Ts: [[Test of the Vigil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scent Lab]] ||2400 [[Firebricks]], 12 [[Copper Strap]], 1 [[Brass Pot]], 80 [[Cut Stone]], 15 [[Tar]]  ||17x17 ||CP ||Used to manufacture [[Incense]]. ||Tc: [[Aromatics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentarium]] || 100 [[Concrete]], 4 [[Copper Sheeting]], 30 [[Copper Wire]], 40 [[Cut Stone]], 4 [[Gold]], 50 [[Linen]], 20 [[Paint|Aquamarine Paint]], 30 [[Paint|Indian Red Paint]], 12 [[Paint|Light Blue Paint]], 15 [[Paint|Dark Green Paint]], 4 [[Sheet Glass]]  || ||  || to raise cobras || Tc: Herpeculture&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine of Conflict]] ||70 [[Iron Bars]], 70 [[Canvas]], 70 [[Linen]], 70 [[Glass Rods]], 7000 [[Boards]], 7000 [[Bricks]], 70 [[Candle]], 700 [[Limestone]], 7 [[Oyster Shell Marble]], 70 [[Silver]], 70 [[Cut Stone]], 7 [[Medium Topaz]], 7 [[Medium Ruby]], 7 [[Medium Diamond]], 7 [[Medium Sapphire]], 7 [[Medium Emerald]], 7 [[Medium Quartz]] || ||SCS ||For transportation to the Spirit Arena. ||Sk: [[Conflict Shrine Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Basic Sign|Single Sign]] ||10 [[Wood]], 4 [[Boards]], 2 [[Rope]] ||  ||? ||A sign. ||Tc: [[Sign Construction]] 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Silkworm Farm]] || 200 [[Treated Boards|Nontoxic Boards]], 25 [[Papyrus Paper]], 50 [[Iron]], 50 [[Sheet Glass]], 10 [[Copper Sheeting]], 1 [[Thermometer]], 20 turquoise [[Paint]], 20 pale turquoise [[Paint]] || 11x11 || CP ||For production of [[Raw Silk|Raw silk]] ||Sk: [[Silkworm Farming]] (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Aging Rack]] || 16 [[Nails]], 10 [[Rope]], 60 [[Boards]] || 3x2 || CP || A small rack for aging cheese || Sk: [[Cheesemaking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Center]] || 10 [[Nails]], 25 [[Non-Toxic, Fireproof Treated Boards]] || 3x3 || CP || A small center shelf unit for building a shop. || Sk: [[Carpentry|Carpentry 3]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Corner]] || 10 [[Nails]], 25 [[Non-Toxic, Fireproof Treated Boards]] || 3x3 || CP || A small corner shelf unit for building a shop. || Sk: [[Carpentry|Carpentry 3]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Small House]] || 6 [[Oyster Shell Marble]], 100 [[Rope]], 150 [[Linen]], 300 [[Paint|Ivory Paint]], 1200 [[Concrete]],  1400 [[Treated Boards|Termite-resistant boards]], 1400 [[Treated Boards|Rotproof boards]], 1400 [[Treated Boards|Fireproof Boards]], 2100 [[Nails]] ||  || SCS || Personal Storage (capacity 60,000) ||Sk: [[Project Management]] + Finished 2 Architecture Tests&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Warehouse]] ||100 [[Boards]], 1000 [[Bricks]], 10 [[Cut Stone]] || ||SCS ||Storage (capacity 25,000) ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Steam Distaff]] ||2000 [[Treated Boards|Hard, Rigid, Fireproof Treated Boards]], 200 [[Treated Metal Sheeting|Copper Sheeting: Stainless Insulative]], 20 [[Lubricating Oil]], 50 [[Iron Bars]], 30 [[Medium Gears]], 100 [[Small Gears]], 10 [[Large Gears]], 200 [[Bolt]], 200 [[Washer]], 1500 [[Water in Jugs]], 10 [[Thermometer]], 15 [[Octec's Alloy Cable]], 2000 [[Concrete]], 35 [[Copper Pipe]] ||16x13 ||CP  || || Tc: [[Steam Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steam Kiln]] ||2000 [[Treated Boards|Hard, Rigid, Fireproof Treated Boards]], 1 [[Medium Steam Engine]], 20 [[Lubricating Oil]], 5000 [[Clay Bricks]], 500 [[Concrete]], 500 [[Plaster]], 25 [[Copper Pipe]], 2000 [[Firebricks]], 500 [[Water in Jugs]], 200 [[Clay Steeped Wool Cloth]], 1 Random Three-Output [[Gearbox ]];  ||16x13 ||CP  || It's a kiln. || Tc: [[Steam Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steam Rock Saw]] || 1000 [[Treated Boards|Hard, Rigid, Fireproof, Treated Boards]], 500 [[Clay Bricks]], 1000 [[Firebricks]], 500 [[Concrete]], 100 [[Cement]], 49 [[Steel Bars]], 250 [[Water in Jugs]], 1 [[High Pressure Steam Engine]], 7 [[Medium Gears]], 15 [[Lubricating Oil]], 1 [[Large Gear]], 49 [[Small Gears]], 1 random 3-output [[Gearbox]] ||16x11 ||CP || It's a rock saw. || Tc: [[Steam Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steam Shovel]] || 1500 [[Treated Boards|Hard, Rotproof, Treated Boards]], 100 [[Bolts]], 100 [[Washers]], 500 [[Water in Jugs]], 100 [[Leather]], 50 [[Small Gears]], 250 [[Steel Wire]], 200 [[Treated Metal Sheeting|Titanium Sheeting: Hard, Corrosion resistant]], 100 [[Treated Metal Sheeting|Copper Sheeting: Stainless]], 25 [[Iron Bars]], 15 [[Medium Gears]], 10 [[Lubricating Oil]], 5 [[Thermometers]], 1 [[Screw Gears]] || || SCS || For digging up [[Cuttable Stone]], [[Medium Stones]], and [[Dirt]] || Tc: [[Stone Automation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone Quarry]] ||25 [[Slate]], 15 [[Rope]], 2 [[Pulley]], 100 [[Bricks]] ||n/a ||Out ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
| [[Student's Casting Box]] || 24 [[Boards]] 200 [[Firebricks]] 400 [[Bricks]] 1200 [[Sand]] 4 [[Clay Steeped Wool Cloth]] || 14x16 || CP || Making stuff || Sk: [[Casting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Student's Forge]] || 24 [[Boards]], 18 [[Firebricks]], 48 [[Bricks]], 2 [[Clay Steeped Canvas]] || 16x17 || CP || For Metalwork || Sk: [[Blacksmithing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sturdy Tub]] ||6 [[Beeswax]], 240 [[Bricks]], 6 [[Canvas]] ||7x13 || CP ||Better quality tub. ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===T===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Tent]] ||200 [[Boards]], 80 [[Nails]], 4 [[Canvas]], 2 [[Linen]], 12 [[Rope]] || ||Out||Storage (capacity 25,000). ||Pass Arch initiation&lt;br /&gt;
|-&lt;br /&gt;
| [[Thistle Garden]] || 150 [[Dung]] 250 [[Dirt]] 15 [[Copper Strap]]s 70 [[Nails]] 250 [[Wood Treatment Tank|Rotproof Termite-Resistant boards]] 250 [[Wood Treatment Tank|Rotproof Nontoxic boards]] ||  ||SCS|| Grow thistles for Silk Worms || Sk: [[Thistle Gardening]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Toxin Kitchen]] ||2500 [[Bricks]], 1000 [[Firebricks]], 30 [[Glass Jars]], 1 [[Thermometer]], 50 [[Gold Wire]], 1 [[Medium Sapphire]] || 14x15 || CP ||Production of mats for [[Cross Breeding]] ||Tc: [[Cross Breeding]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trophy Case]] ||20 [[Forge|Gold Foil]], 1 [[Mirror]], 20 [[Boards]], 2 Spindle Tree [[Resin]], 2 [[Silk Cloth]], 2 [[Gems|Medium Diamond]], 2 [[Gems|Medium Sapphire]], 20 [[Bearings]] ||3x5 ||CP ||Relic storage for [[Test of the Archaeologist]]||&lt;br /&gt;
|-&lt;br /&gt;
| [[True Kiln]] ||48 [[Firebricks]]||7x9 ||CP ||For firing [[Firebricks]], [[Wet Jugs]] and [[Clay Mortars]] (capacity 12). ||Sk: [[Kiln Construction]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===U===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===V===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| [[Vault Kiln]] || 15000 [[Firebricks]], 50 [[Sheet Glass]], 3 [[Thermometer]] || 10x13 || CP || Used for firing large clay objects || Sk: [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Vineyard]]||40 [[Boards]], 12 [[Rope]], 25 [[Nails]]|| ||Out|| To grow grapes for Wine.||Tc: [[Viticulture]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===W===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|[[Water Mine]] || 24 [[Glass Pipe]], 1 [[Large Gear|Iron Large Gear]], 4 [[Copper Strap]]s, 12 [[Pulley]] || ||Out, on shore || For dredging Gems from under water. ||	Tc: [[Water Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Incense Burner|Windproof Incense Burner (Long Lasting)]] || 3 [[Glass Rods]], 1 [[Huge Quartz]], 3 [[Silver]], 1 [[Copper Sheeting]] || || Out || An outdoors long burn-length incense holder || Tc: [[Aromatics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Incense Burner|Windproof Incense Burner (Normal)]] || 3 [[Glass Rods]], 1 [[Large Quartz]], 3 [[Silver]], 1 [[Copper Sheeting]] || || Out || An outdoors normal burn-length incense holder || Tc: [[Aromatics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wine Barrel]] || 1 [[Small Barrels|Small Barrel]], 6 [[Boards]], 50 [[Nails]] || 7x7 || CP || Used to make [[Wine]] from grapes. || Tc: [[Viticulture]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Wood Treatment Tank]] || 20 [[Steel]], 25 [[Copper Strap]], 35 [[Glass Pipe]], 1 [[Thermometer]] || 25x34 || CP || Creates [[Treated Boards]] || Tc: [[Wood Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===X===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Y===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Z===&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Jump to letter: [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Cost !!Size !!Where !!Brief Description !!Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Skills&amp;diff=96031</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Skills&amp;diff=96031"/>
		<updated>2019-08-21T18:49:26Z</updated>

		<summary type="html">&lt;p&gt;Manon: added back the t8 template and any skills not yet available in T9 beta at schools&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Self-Taught Skills ==&lt;br /&gt;
These skills are improved by repeating tasks rather than learned from Schools (Updated for T9 Beta)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! Max level   !! Action(s) to improve !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal Husbandry]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Beekeeping]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Botany]]  || 2 || Level 1: Identify 25 plants/trees; Level 2: Harvest or eat from the ground: 5800 herbs ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Brick Making]]  || 2 || Make hundreds of bricks ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpentry]]  || 4 || Make hundreds of boards, Slate Shovels, Heavy mallets, Sledgehammers, Scythes, Deckles, Iron shovels, Storage baskets ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Carving]]  || 7 || Carve items from wood ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothwork]]  || 3  || Make items on a [[Loom]], or spin [[Twine]] into [[Rope]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming]]  || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Flax Processing]]  || 3 || Process [[Rotten Flax]] in a [[Flax Comb]]  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Fishing]]  || 6 || || &lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]]  || 6 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Grass Harvesting]]  || 2 || Harvest hundreds of grass ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]]  || 3 || Build kilns ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapping]] || 5 || Make [[Slate Blade]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mining]]  || 1 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pottery]]  || 3 || Baking [[Firebricks]] in a [[Box Kiln]]  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolysis]]  || 2 || Set [[Small Bonfire]] on fire. You get 5XP for a 50 Wood big bonfire.  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonework]]  || 3 || || Pick up initial skill at University of Architecture for a cost of 10 [[Flint]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multi-School Skills ==&lt;br /&gt;
Degrees in the following skills may be purchased from multiple schools, in any order, but only one degree at each level indicated.&lt;br /&gt;
* [[Salvage Techniques]]&lt;br /&gt;
* [[Structure Maintenance]] &lt;br /&gt;
* [[Structure Repair]]&lt;br /&gt;
&lt;br /&gt;
==School of Architecture==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Knapping]]  || 7 [[Animal Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint Knapping]]  || 7 [[Flint]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 200 [[Firebricks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 20 [[Oil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 14 [[Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rocks of the Ages]] || 10 [[Slate]] (Requires [[Perception]] 1+ depending on [[Decorative Stone]] attunement, Can be repeated)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Art and Music==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 100 [[Candle]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 4 [[Thermometer]], 100 [[Sheet Glass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]]  || 60 [[Linen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of the Human Body==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Carving]]   || 100 [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooperage]]  || 200 [[Bricks]], 5 [[Canvas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]]  || 10 [[Tadpoles]], 5 [[Flax]], 1 [[Fertile Papyrus]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Fishing]]  || 100 [[Thread]], 1 [[Sharpened Stick]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungiculture]]  || 100 [[Compost]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Indonesian Bee Care]]  || 500 [[Honey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 1000 [[Charcoal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 300 [[Linen]], 300 [[Canvas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 200 [[Cut Stone]], 200 [[Beeswax]], 200 [[Charcoal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Natural Philosophy==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Conflict Shrine Construction]]  || 1 [[Oyster Shell Marble]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploration Travel]]   || 2 [[Leather]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Exploration Travel]] 1  || 7 [[Large Opal]] 7 [[Silk Cloth]] 100 [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]]  || 300 [[Bricks]], 150 [[Boards]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] || 50 Full Water Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 200 [[Cut Stone]], 100 [[Clay]], 2 [[Oyster Shell Marble]], 4 [[Canary Granite]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 2 [[Iron Large Gear]], 80 [[Leather]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 300 [[Paper (Papyrus)]], 300 [[Flint]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Thought==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]] 1 || 20 [[Bricks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiln Construction]] 2 || 400 [[Firebricks]] 20 [[Serpentine Marble]] 400 [[Cut Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pottery]]  || 10 [[Clay]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]]  || 2 [[Canvas]], 6 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]] 1 || 4 [[Canvas]], 12 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 20 [[Cuttable Garnet]], 20 [[Cuttable Turquoise]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 300 [[Bricks]], 50 [[Oil]], 50 [[Beeswax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 2 [[Oyster Shell Marble]], 20 [[Cuttable Jade]], 200 [[Bricks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Worship==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] || 50 [[Dirt]] 50 [[Tadpoles]] 50 [[Beeswax]] 50 [[Cactus Sap]] 50 [[Dung]] 50 [[Thorns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheese Making]] || 10 [[Salt]], 10 [[Cow Milk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] || 100 [[Carrot]]s, 100 [[Onion]]s, 100 [[Leeks]], 100 [[Garlic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]]  || 7 [[Stone Blade]], 7 [[Fish Meat|Phagrus Meat]], 20 [[Foraging|Common Basil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] || 100 [[Thread]], 25 [[Thorns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ploughing]]  || (Must learn Ranching first) ''100 [[Cabbage]] , 100 [[Carrot]] , 100 [[Cucumbers]] , 100 [[Leeks]] , 100 [[Onion]]s , 100 [[Peppers]] , 100 [[Watermelon]]s''&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]]  || 10 [[Linen]], 200 [[Firebricks]], 100 [[Oil]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvage Techniques]]  || 300 [[Leather]], 300 [[Glass Rods]], 300 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Maintenance]]  || 4 [[Mud Granite]], 4 [[Rose Alabaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Structure Repair]] || 1 [[Huge Emerald]], 1 [[Large Topaz]], 1 [[Medium Ruby]], 1 [[Small Sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
=T8 info=&lt;br /&gt;
&lt;br /&gt;
== Multi-School Skills ==&lt;br /&gt;
Degrees in the following skills may be purchased from multiple schools, in any order, but only one degree at each level indicated.&lt;br /&gt;
* [[Desiccation]] (Level | 3 | 5 | 7)&lt;br /&gt;
&lt;br /&gt;
==School of Architecture==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-Link title&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 400 Concrete&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]] 1 || 3  || 10 [[Linen]], 200 [[Firebricks]], 100 [[Oil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Art and Music==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Tub Design]] 1 || 11  || 200 [[Saltpeter]], 200 [[Sulfur]], 20 [[Tar]], 1 [[Tangerine Marble]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Tub Design]] 2 || 14  || 100 [[Iron Bar]], 10 [[Small Barrels]], 50 [[Fine Glass Pipe]], 20 [[Barrel Tap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 1 || 8  || 7 [[Medium Ruby]], 7 [[Medium Emerald]], 7 [[Medium Sapphire]], 7 [[Medium Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 2 || 10 || 1 [[Large Ruby]], 1 [[Large Emerald]], 1 [[Large Sapphire]], 1 [[Large Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 3 || 12 || 7 [[Large Ruby]], 7 [[Large Emerald]], 7 [[Large Sapphire]], 7 [[Large Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 4 || 14 || 1 [[Huge Ruby]], 1 [[Huge Emerald]], 1 [[Huge Sapphire]], 1 [[Huge Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camp Decoration]] 5 || 21 || 7 [[Huge Ruby]], 7 [[Huge Emerald]], 7 [[Huge Sapphire]], 7 [[Huge Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothwork]]  || 0  || 20 [[Rotten Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+  || must learn [[Basic Chemistry]] &amp;amp; 5 [[Salt]], 1 [[Huge Topaz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ferry Construction]]  || 0  || 4 [[Tar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flax Processing]]  || 0 || 20 [[Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 49 [[Sulfuric Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silkworm Farming]]  || 19 || 500 [[Honey]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Art of the Pipe]]  || 5  || must learn [[Advanced Glassblowing]] &amp;amp; 7 [[Fine Glass Rods]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of the Human Body==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 1 || 19 || Must know [[Beer Brewing Science]], 200 [[Candle]], 50 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 2 || 19 || 500 [[Candle]], 150 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 3 || 19 || 1500 [[Candle]]s, 400 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer Brewing Automation]] 4 || 19 || 2000 [[Candle]]s, 700 [[Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 1  || 8  || 10 [[Cobra Hood Mushroom]]s, 10 [[Toad Skin Mushroom]]s, 10 [[Camels Mane Mushroom]]s, 10 [[Dead Tongue Mushroom]]s, 10 [[Acorn's Cap Mushroom]]s, 10 [[Bleeding Hand Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 2  || 10 || 15 [[Fish Hook Mushroom]]s, 15 [[Hairy Tooth Mushroom]]s, 15 [[Slave's Bread Mushroom]]s, 15 [[Nefertari's Crown Mushroom]]s, 15 [[Ra's Awakening Mushroom]]s, 15 [[Earth Light Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 3  || 12  || 20 [[Cat Nip Mushroom]]s, 20 [[Peasant's Foot Mushroom]]s, 20 [[Scorpion's Brood Mushroom]]s, 20 [[Heart of Ash Mushroom]]s, 20 [[Colt's Foot Mushroom]]s, 20 [[Heaven's Torrent Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 4  || 14  || 25 [[Beehive Mushroom]]s, 25 [[Falcon's Bait Mushroom]]s, 25 [[Razor's Edge Mushroom]]s, 25 [[Salt Water Fungus Mushroom]]s, 25 [[Eye of Osiris Mushroom]]s, 25 [[Dueling Serpents Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanical Identification]] 5  || 16  || 30 [[Brain Mushroom]]s, 30 [[Sun Star Mushroom]]s, 30 [[Sand Spore Mushroom]]s, 30 [[Spiderling Mushroom]]s, 30 [[Golden Sun Mushroom]]s, 30 [[Nile Fire Mushroom]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 2  || 5  || 20 [[Cabbage Juice]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 3  || 7  || 20 [[Dried Flax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 4  || 9  || 50 [[Jugs of Buttermilk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 5  || 11  || 10 [[Papyrus Paper]] 20 [[Cactus Sap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 6  || 13  || 10 [[Sulphurous Water]] 20 [[Charcoal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ecology]] 7  || 15  || 5 [[Copper Wire]] 20 [[Coconut Water]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 300 [[Malt (Raw)]], 300 [[Malt (Burnt)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhythmic Strength]]  || 1  || 500 [[Grass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimming]]  || 2  || 10 [[Linen]] (Must unlock Test of the Oyster Catcher)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Harmony==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 200 [[Rope]], 200 [[Slate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 2  || 10  || 20 [[Glass Rods]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 3  || 14  || 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 4  || 19  || 50 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 5  || 25 || 6 [[Silk Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 6  || 32  || 1 Large Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigation]] 7  || 40  || 7 Huge Topaz&lt;br /&gt;
|-&lt;br /&gt;
| [[Project Management]] 3  || 14  || 200 [[Canvas]] 300 [[Glass Rods]] 100 [[Rope]] 300 [[Papyrus Paper]] (Project management can by learned only once from Sharm, Slead or Sarch, IE if you learn 1 from Sharmony, it refuses to teach you 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Leadership==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Trade]] 2 || 25  || must learn [[Advanced Trade]] 1 &amp;amp; 100 [[Ham]], 100 [[Bacon]], 100 [[Beef]], 100 [[Beef Bones]], 100 [[Fat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 2  || 1  || 100 [[Jugs of Water]], 10 [[Leather]] (Also requires that you have reached Associate level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 3  || 1  || 50 [[Papyrus Paper]] (Also requires that you have reached Member level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 4  || 1  || 50 [[Gold]] (Also requires that you have reached Kinsman level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 5  || 1  || 10 [[Steel]] (Also requires that you have reached Fellow level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 6  || 1  || 100 [[Concrete]] (Also requires that you have reached Patriarch level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Local Leadership]] 7  || 1  || 10 [[Island Blue Marble]] (Also requires that you have reached Elder level for your faction)&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp; 1000 [[Gold Wire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Thought==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+ || [[Basic Chemistry]], 20 [[Sulphurous Water]], 1 [[Huge Quartz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 1 (2 hours) || 21 || 100 [[Bricks]], 6 [[Cut Stone]], 10 [[Concrete]], 1 [[Cut Gems|Dalessi Cut Citrine]], 1 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 2 (6 hours) || 25 || 200 [[Bricks]], 12 [[Cut Stone]], 20 [[Concrete]], 2 [[Cut Gems|Dalessi Cut Citrine]], 2 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 3 (1 day)   || 29 || 400 [[Bricks]], 24 [[Cut Stone]], 40 [[Concrete]], 4 [[Cut Gems|Dalessi Cut Citrine]], 4 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eastern Meditation]] 4 (3 days)  || 33 || 800 [[Bricks]], 72 [[Cut Stone]], 120 [[Concrete]], 12 [[Cut Gems|Dalessi Cut Citrine]], 7 [[Foraging|Orange Sweetgrass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8 || must learn [[Automation]] &amp;amp;  10 [[Cuttable Amethyst]], 10 [[Cuttable Garnet]], 10 [[Cuttable Lapis]], 10 [[Cuttable Turquoise]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scrying]]  || 2  || Must learn [[Alchemy]] &amp;amp; 1 [[Cut Gems|Cut Garnet:Full Eye]], 1 [[Cut Gems|Cut Turquoise:Full Eye]], 1 [[Cut Gems|Cut Amethyst:Full Eye]], 1 [[Cut Gems|Cut Lapis:Full Eye]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==School of Worship==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill   !! level   !! cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 2  || 5  || 200 [[Tadpoles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 3  || 8  || 300 [[Beeswax]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 4  || 11 || 400 [[Cactus Sap]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 5  || 14 || 500 [[Raw Silk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 6  || 17 || 600 [[Dung]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arthropodology]] 7  || 20 || 7 [[Cocoa Seeds]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Botanist's Touch]] || 22 || 150 [[Flower Fertilizer]] 100 [[Sticky Sun Fertilizer]] 100 [[Liquid Sun Fertilizer]] 50 [[Harvest Elixer Fertilizer]] 1 [[Khefre's Essence]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 2  || 4  || 20 [[Foraging|Common Rosemary]], 20 [[Foraging|Common Sage]], 20 [[Foraging|Thyme]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 3  || 7  || 49 [[Salt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 4  || 11  || 7 [[Mushroom|Camel's Mane]], 7 [[Mushroom|Cobra Hood]], 7 [[Mushroom|Dead Tongue]], 7 [[Mushroom|Iron Knot]], 7 [[Mushroom|Peasant's Foot]],  7 [[Mushroom|Schizophyllum]],  7 [[Mushroom|Toad Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 5  || 16  || 7 [[Foraging|Chukkah]] 7 [[Foraging|Crimson Lettuce]] 7 [[Foraging|Crumpled Leaf Basil]] 7 [[Foraging|Dwarf Wild Lettuce]] 7 [[Foraging|Jaivanti]] 7 [[Foraging|Royal Rosemary]] 7 [[Foraging|Wild Garlic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 6  || 22  || 100 [[Peppers]] 100 [[Cucumbers]] 100 [[Vegetables|Eggplant]] 100 [[Coconut Meat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] 7  || 29  || 100 [[Barley]] (Burnt), 100 [[Malt]] (Burnt), 100 [[Wheat]] (Burnt)&lt;br /&gt;
|-&lt;br /&gt;
| [[Desiccation]]  || 3+ || must learn [[Basic Chemistry]] &amp;amp; 10 [[Coconut Water]], 1 [[Huge Ruby]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 2  || 7  || 3 [[Fish Roe]], 70 [[Fish Meat|Carp Meat]], 25 [[Salt]], 77 [[Glass Jars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 3  || 12  || 7 [[Fish Roe]], 105 [[Fish Meat|Perch Meat]], 21 [[Mushroom|Salt Water Fungus]], 17 [[Thermometer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 4  || 18  || 14 [[Fish Roe]], 140 [[Fish Meat|Catfish Meat]], 35 [[Foraging|Ginseng Root]], 119 [[Gold Wire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 5  || 25  || 21 [[Fish Roe]], 175 [[Fish Meat|Tilapia Meat]], 42 [[Mushroom|Heaven's Torrent Mushrooms]], 250 [[Powdered Gems|Powdered Diamond]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 6  || 33 || 42 [[Fish Roe]], 210 [[Fish Meat|Chromis Meat]], 50 [[Foraging|Myrrh]], 100 [[Powdered Gems|Powdered Sunstone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Filleting]] 7  || 42 || 105 [[Fish Roe]], 245 [[Fish Meat|Abdju Meat]], 7 [[Foraging|Deadwood Tree]], 70 [[Marble Dust|Oyster Shell Marble Dust]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 2  || 6  || 7 [[Bat Mite]], 7 [[Dew Fly]], 7 [[Glass Worm]], 7 [[Orchid Hopper]], 7 [[Pickel Slug]], 7 [[Ringed Wasp]], 7 [[Salt Mite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 3  || 9  || 14 [[Footworm]], 14 [[Corkscrew Asp]], 14 [[Corn Maggot]], 14 [[Fruit Maggot]], 14 [[Red Cricket]], 14 [[Sand Mite]], 14 [[Rose Mite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 4  || 12 || 21 [[Bloodworm]], 21 [[White Mealybug]], 21 [[Rose Swallowtail]], 21 [[Clearwing]], 21 [[Golden Asp]], 21 [[Slime Moth]], 21 [[Toad Sawfly]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 5  || 15 || 28 [[Bristleworm]], 28 [[Mud Asp]], 28 [[Leaf Snapper]], 28 [[Woodmoth]], 28 [[Woolly Aphid]], 28 [[Camel Weevel]], 28 [[Hairy Slug]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 6  || 18 || 35 [[Nippleworm]], 35 [[Blister Beetle]], 35 [[Leafhopper]], 35 [[Snowberry Butterfly]], 35 [[Ash Centipede]], 35 [[Feather Midge]], 35 [[Skinlicker]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly Tying]] 7  || 21 || 42 [[Needleworm]], 42 [[Clay Slug]], 42 [[Raspberry Moth]], 42 [[Nightwing]], 42 [[Horned Hookworm]], 42 [[Grass Slug]], 42 [[Stone Fly]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]]  || 8  || must learn [[Automation]] &amp;amp; 1 [[Huge Sapphire]], 1 [[Large Emerald]], 1 [[Medium Diamond]], 1 [[Small Topaz]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilgrim Shrine Construction]]  || 9  || 1 [[Oyster Shell Marble]] , 1 [[Yellow Alabaster]] , 1 [[Mud Granite]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ploughing]]  || 10  || 100 [[Cabbage]] , 100 [[Carrot]] , 100 [[Cucumbers]] , 100 [[Leeks]] , 100 [[Onion]]s , 100 [[Peppers]] , 100 [[Watermelon]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Preservation]]  || 14  || 50 [[Papyrus Paper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ritual Item Construction]] 2  || 5  || need [[Ritual Item Construction]] 1, 14 [[Candle]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Wood_Plane&amp;diff=96029</id>
		<title>Wood Plane</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Wood_Plane&amp;diff=96029"/>
		<updated>2019-08-21T18:11:04Z</updated>

		<summary type="html">&lt;p&gt;Manon: added space between the last t9 info and the t8 template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Wood Plane&lt;br /&gt;
| image        = wood_plane.png&lt;br /&gt;
| location     = [[Outside]]&lt;br /&gt;
| size         = &lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| material1    = [[Slate]]&lt;br /&gt;
| qty1         = 4&lt;br /&gt;
| material2    = [[Slate Blade]]&lt;br /&gt;
| qty2         = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Wood Plane is the most basic building for planing [[Wood]] into [[Boards]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
A Wood Plane can only be built outside using the menu option {{Menu|Projects|Carpentry|Build a Wood Plane}}.&lt;br /&gt;
&lt;br /&gt;
A Wood plane can be used to plane 1 [[Wood]] into 1 [[Board]]. Wood Planes use [[Slate Blade]]s to plane the wood. These blades occasionally break and the Wood Plane must be repaired before further planing can be performed. Repairing a Wood Plane requires 1 new [[Slate Blade]].&lt;br /&gt;
&lt;br /&gt;
Higher Focus lessens the chance that the [[Slate Blade]] goes dull.&lt;br /&gt;
== Pollution ==&lt;br /&gt;
The area near an active Wood Plane can cause &amp;quot;Poor Soil&amp;quot; pollution. This affects [[Flax]] production with reduced or zero yields.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related Buildings ==&lt;br /&gt;
* [[Carpentry Shop]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
== Related Buildings ==&lt;br /&gt;
* [[Automatic Sawmill]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Wood_Plane&amp;diff=96028</id>
		<title>Wood Plane</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Wood_Plane&amp;diff=96028"/>
		<updated>2019-08-21T18:10:09Z</updated>

		<summary type="html">&lt;p&gt;Manon: Removed a lot of info below the T8 template that has been verified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Wood Plane&lt;br /&gt;
| image        = wood_plane.png&lt;br /&gt;
| location     = [[Outside]]&lt;br /&gt;
| size         = &lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| material1    = [[Slate]]&lt;br /&gt;
| qty1         = 4&lt;br /&gt;
| material2    = [[Slate Blade]]&lt;br /&gt;
| qty2         = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Wood Plane is the most basic building for planing [[Wood]] into [[Boards]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
A Wood Plane can only be built outside using the menu option {{Menu|Projects|Carpentry|Build a Wood Plane}}.&lt;br /&gt;
&lt;br /&gt;
A Wood plane can be used to plane 1 [[Wood]] into 1 [[Board]]. Wood Planes use [[Slate Blade]]s to plane the wood. These blades occasionally break and the Wood Plane must be repaired before further planing can be performed. Repairing a Wood Plane requires 1 new [[Slate Blade]].&lt;br /&gt;
&lt;br /&gt;
Higher Focus lessens the chance that the [[Slate Blade]] goes dull.&lt;br /&gt;
== Pollution ==&lt;br /&gt;
The area near an active Wood Plane can cause &amp;quot;Poor Soil&amp;quot; pollution. This affects [[Flax]] production with reduced or zero yields.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related Buildings ==&lt;br /&gt;
* [[Carpentry Shop]]&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
== Related Buildings ==&lt;br /&gt;
* [[Automatic Sawmill]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=True_Kiln&amp;diff=96027</id>
		<title>True Kiln</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=True_Kiln&amp;diff=96027"/>
		<updated>2019-08-21T18:02:34Z</updated>

		<summary type="html">&lt;p&gt;Manon: Removed a lot of info below the T8 template that has been verified and put it at the top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = True Kiln&lt;br /&gt;
| image        = True_Kiln.png&lt;br /&gt;
| location     = [[Compound]]&lt;br /&gt;
| size         = 9 × 7&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Kiln Construction]] level 1&lt;br /&gt;
| material1    = [[Firebricks]]&lt;br /&gt;
| qty1         = 48&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''True Kiln''' is a basic type of [[Kiln]] for firing wet objects. It is an upgrade from the [[Box Kiln]], with greater durability and the ability to fire a variety  of items.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This building becomes available after you have learned [[Kiln Construction]] and leveled it up to level 1.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
* 48 [[requires::Firebricks]]&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
* Turn 12 [[Wet Firebricks]] into 12 [[produces::Firebricks]]. &lt;br /&gt;
* Turn 12 [[Wet Clay Jugs]] into 12 [[prdocues::Jugs]].&lt;br /&gt;
* Requires 6 [[Wood]] to fire.&lt;br /&gt;
&lt;br /&gt;
A newly built True Kiln will survive at least 40 firings and then can crumble at any time when firing. You may want to consider tearing it down for salvage before it crumbles to save on firebricks.&amp;lt;br&amp;gt;&lt;br /&gt;
You are told how many firings are left, before firing, with the statements:&lt;br /&gt;
&lt;br /&gt;
    This True Kiln will survive 4 firings&lt;br /&gt;
    This True Kiln will survive 3 firings&lt;br /&gt;
    This True Kiln will survive 2 firings&lt;br /&gt;
    This True Kiln may crumble at the next firing&lt;br /&gt;
&lt;br /&gt;
==Related Buildings ==&lt;br /&gt;
*[[Box Kiln]]&lt;br /&gt;
*[[Vault Kiln]]&lt;br /&gt;
*[[Reinforced Kiln]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
* Turn 12 [[Wet Clay Bricks]] into 12 [[produces::Clay Bricks]].&lt;br /&gt;
* Turn 12 [[Wet Clay Mortar]] into 12 [[produces::Clay Mortars]].&lt;br /&gt;
&lt;br /&gt;
Note: You can mix resources in the kiln (e.g. 6 wet jugs and 6 wet firebricks) up to the maximum capacity of 12 items.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Box_Kiln&amp;diff=96026</id>
		<title>Box Kiln</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Box_Kiln&amp;diff=96026"/>
		<updated>2019-08-21T17:56:10Z</updated>

		<summary type="html">&lt;p&gt;Manon: Removed a lot of info below the T8 template that has been verified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Box Kiln&lt;br /&gt;
| image        = BoxKiln.png&lt;br /&gt;
| location     = [[Compound]]&lt;br /&gt;
| size         = 9 × 7&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Kiln Construction]]&lt;br /&gt;
| material1    = [[Bricks]]&lt;br /&gt;
| qty1         = 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Box Kiln''' is the most basic type of [[Kiln]] for firing wet objects.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This building becomes available after you have learned [[Kiln Construction]].  &lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
* 32 [[requires::Bricks]]&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
* Turn 6 [[Wet Firebricks]] into 6 [[produces::Firebricks]] &lt;br /&gt;
* Requires 8 [[Wood]] to fire.&lt;br /&gt;
&lt;br /&gt;
You must remove the completed [[Firebricks]] in order to load the next batch of [[Wet Firebricks]].&lt;br /&gt;
&lt;br /&gt;
A newly built Box Kiln will have at least 10 firings. You are told how many firings are left, before firing, with the statements:&lt;br /&gt;
* This Box Kiln will survive 9 firings&lt;br /&gt;
* This Box Kiln will survive 3 firings&lt;br /&gt;
* This Box Kiln will survive 2 firings&lt;br /&gt;
* This Box Kiln may crumble at the next firing&lt;br /&gt;
&lt;br /&gt;
Your [[Wood]] and [[Wet Firebricks]] appear where the kiln was, when the kiln crumbles.&lt;br /&gt;
&lt;br /&gt;
== Related Buildings ==&lt;br /&gt;
*[[True Kiln]]&lt;br /&gt;
*[[Vault Kiln]]&lt;br /&gt;
*[[Reinforced Kiln]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Sheep_Pox&amp;diff=96025</id>
		<title>Sheep Pox</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Sheep_Pox&amp;diff=96025"/>
		<updated>2019-08-21T17:43:16Z</updated>

		<summary type="html">&lt;p&gt;Manon: Changed it so the text is below the picture instead of next to it in the T8 info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In T9 Beta a pen contracted pox with ~50 onions still inside.  Another pen 240 coords away had &amp;lt; 10 onions but was safe.  Owner of the safe pen took out all but 1 sheep and upped the onions to about 104.  I killed 1 poxed sheep per minute for 4 minutes and the 240 coord away pen did not contract pox. (Y1-Akhet I-14) - tehm w/ Ashen&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
[[image:Sheep_Pox.png|800px]]&lt;br /&gt;
= Sheep may contract Sheep Pox from=&lt;br /&gt;
#Being underfed/starving  (evidence requested)&lt;br /&gt;
#Slaughter of nearby [[sheep]] with Pox (confirmed)&lt;br /&gt;
#Randomly (2 adjacent pens, but only 1 has pox - highly unlikely 2nd was just outside radius of nearby slaughter)&lt;br /&gt;
&lt;br /&gt;
= Treatment=&lt;br /&gt;
#Once [[Advanced Animal Husbandry]] has been researched, '''give the [[sheep]] [[Sheep Supplement]]'''&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Sheep_Pox&amp;diff=96024</id>
		<title>Sheep Pox</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Sheep_Pox&amp;diff=96024"/>
		<updated>2019-08-21T17:40:37Z</updated>

		<summary type="html">&lt;p&gt;Manon: Moved T9 info to the top of the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In T9 Beta a pen contracted pox with ~50 onions still inside.  Another pen 240 coords away had &amp;lt; 10 onions but was safe.  Owner of the safe pen took out all but 1 sheep and upped the onions to about 104.  I killed 1 poxed sheep per minute for 4 minutes and the 240 coord away pen did not contract pox. (Y1-Akhet I-14) - tehm w/ Ashen&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
[[image:Sheep_Pox.png|800px|align|left]]&lt;br /&gt;
&lt;br /&gt;
= Sheep may contract Sheep Pox from=&lt;br /&gt;
#Being underfed/starving  (evidence requested)&lt;br /&gt;
#Slaughter of nearby [[sheep]] with Pox (confirmed)&lt;br /&gt;
#Randomly (2 adjacent pens, but only 1 has pox - highly unlikely 2nd was just outside radius of nearby slaughter)&lt;br /&gt;
&lt;br /&gt;
= Treatment=&lt;br /&gt;
#Once [[Advanced Animal Husbandry]] has been researched, '''give the [[sheep]] [[Sheep Supplement]]'''&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Small_Construction_Site&amp;diff=96023</id>
		<title>Small Construction Site</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Small_Construction_Site&amp;diff=96023"/>
		<updated>2019-08-21T17:33:18Z</updated>

		<summary type="html">&lt;p&gt;Manon: Removed a lot of info below the T8 template that has been verified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Small Construction Site&lt;br /&gt;
| image        = SmallConstructionSite.png&lt;br /&gt;
| location     = [[Outside]]&lt;br /&gt;
| size         = &lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Project Management]]&lt;br /&gt;
| material1    = [[Canvas]]&lt;br /&gt;
| qty1         = 1&lt;br /&gt;
| material2    = [[Rope]]&lt;br /&gt;
| qty2         = 4&lt;br /&gt;
| material3    = [[Boards]]&lt;br /&gt;
| qty2         = 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Certain large outdoor buildings cannot be built directly.  They first require that a temporary structure called a '''Construction Site''' be assembled, which then is loaded with the building materials.  When all the materials are loaded, the Construction Site vanishes and the new building stands in its place.&lt;br /&gt;
&lt;br /&gt;
Construction Sites are not permanent buildings.  Once built, a site will stay up for 2 hours, then collapse.  This timer is reset whenever anything is loaded into the site.  If a site collapses, any resources it was loaded with are left on the ground (along with the rope, canvas and boards for the site itself).  This also happens if you choose to disassemble the site.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
This becomes available to build once you've learned the [[Project Management]] skill.&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
To build a '''Small Construction Site''', you need:&lt;br /&gt;
* 1 [[Canvas]]&lt;br /&gt;
* 4 [[Rope]]&lt;br /&gt;
* 20 [[Boards]]&lt;br /&gt;
&lt;br /&gt;
Built outside. Once built, click on the site to select the desired project. &lt;br /&gt;
&lt;br /&gt;
* Site self-destructs after two hours of no activity. This may be deferred by adding an item to reset the timer. &lt;br /&gt;
* May be disassembled for a full return of all materials and contents, including those of the site itself.  &lt;br /&gt;
&lt;br /&gt;
== Conversions ==&lt;br /&gt;
The building requires 80 [[twine]] (spun from 27 [[tow]]). 60 of that [[twine]] is woven into [[canvas]], and the remaining 20 is twisted into [[rope]].&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Used to construct outdoor buildings that require too many materials to carry.&lt;br /&gt;
* '''Farming...'''&lt;br /&gt;
**[[Sheep Pen]]&lt;br /&gt;
**[[Dromedary Pen]] (on sand)&lt;br /&gt;
* [[Guild Hall]]&lt;br /&gt;
&lt;br /&gt;
Upon completion, most of the resulting buildings can be repositioned once. This means that the construction site need only be built in the approximate position and orientation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Used to construct outdoor buildings that require too many materials to carry.&lt;br /&gt;
* '''Farming...'''&lt;br /&gt;
**[[Rabbit Hutch]] (on dirt)&lt;br /&gt;
**[[Indonesian Bee Hive]]&lt;br /&gt;
**[[Thistle Garden]]&lt;br /&gt;
&lt;br /&gt;
* [[Essence of Harmony]] (Regional Project)&lt;br /&gt;
* '''Tests...'''&lt;br /&gt;
** Thought&lt;br /&gt;
*** [[Night Sky Table]]&lt;br /&gt;
*** [[Pathmaker]]&lt;br /&gt;
***[[Test of the Venery]]&lt;br /&gt;
****[[Venery Gathering Point]]&lt;br /&gt;
** [[Empty Hand Puzzle]]&lt;br /&gt;
** Architecture&lt;br /&gt;
*** [[Test of the Obelisk]]&lt;br /&gt;
**** [[Desert Obelisk]]&lt;br /&gt;
**** [[Metallic Obelisk]]&lt;br /&gt;
**** [[Cut Stone Obelisk]]&lt;br /&gt;
**** [[Hardwood Obelisk]]&lt;br /&gt;
*** [[Statue of Octec's Ghost]]&lt;br /&gt;
*** [[Test of the Funerary Temple]]&lt;br /&gt;
** Leadership&lt;br /&gt;
*** [[Test of the Retired Pirates]]&lt;br /&gt;
****[[Ceremonial Ship]]&lt;br /&gt;
** Worship&lt;br /&gt;
*** [[Funerary Temple]]&lt;br /&gt;
*** [[Test of the Vigil]]&lt;br /&gt;
**** [[Sacrificial Bonfire]]&lt;br /&gt;
* '''[[Storage]]...'''&lt;br /&gt;
** [[Small Warehouse]]&lt;br /&gt;
** [[Small House]]&lt;br /&gt;
* [[Shrine of Conflict]]&lt;br /&gt;
* '''Gardening'''&lt;br /&gt;
** [[Greenhouse]]&lt;br /&gt;
* [[Pilgrim Shrine]]&lt;br /&gt;
* [[Chicken Coop]]&lt;br /&gt;
* [[Serpentarium]]&lt;br /&gt;
* [[Raeli Oven]]&lt;br /&gt;
* [[Automatic Sawmill]]&lt;br /&gt;
* [[Ancient Automaton]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Carpentry&amp;diff=96022</id>
		<title>Carpentry</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Carpentry&amp;diff=96022"/>
		<updated>2019-08-21T17:21:44Z</updated>

		<summary type="html">&lt;p&gt;Manon: added ways to get xp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Ways to get Carpentry xp:&amp;lt;br&amp;gt;&lt;br /&gt;
Slate Shovel: 5xp&amp;lt;br&amp;gt;&lt;br /&gt;
Automated carp blade use: no xp&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy mallet: 5xp&amp;lt;br&amp;gt;&lt;br /&gt;
Sledgehammer: 5xp&amp;lt;br&amp;gt;&lt;br /&gt;
Scythe: 5xp&amp;lt;br&amp;gt;&lt;br /&gt;
Glass scythe: 10xp&amp;lt;br&amp;gt;&lt;br /&gt;
Deckle: 25xp&amp;lt;br&amp;gt;&lt;br /&gt;
Iron shovel: 5xp&amp;lt;br&amp;gt;&lt;br /&gt;
Storage basket: 10 xp&amp;lt;br&amp;gt;&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
[[File:School.png|right|250px]]&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Taught at the [[Skills#School of Architecture|School of Architecture]] {{level|0}}.&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
Level 1:&lt;br /&gt;
* 3 [[Stone Blade]]s&lt;br /&gt;
&lt;br /&gt;
Level 2:&lt;br /&gt;
* 25 [[Nails]]&lt;br /&gt;
* 100 [[Boards]]&lt;br /&gt;
* 10 [[Cut Stone]]&lt;br /&gt;
* 1 [[Flint Chisel]]&lt;br /&gt;
* 1 [[Flint Hammer]]&lt;br /&gt;
&lt;br /&gt;
Level 3:&lt;br /&gt;
* 100 [[Nails]]&lt;br /&gt;
* 100 [[Boards]] (this requirement was changed. Previously required treated boards)&lt;br /&gt;
* 50 Red [[Paint]]&lt;br /&gt;
&lt;br /&gt;
Level 4:&lt;br /&gt;
* 50 [[Gold]]&lt;br /&gt;
* 100 Burnt Sienna [[Paint]]&lt;br /&gt;
* 100 Oxford Blue [[Paint]]&lt;br /&gt;
* 25 [[Steel Wire]]&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Level 1&lt;br /&gt;
* Allows construction of a [[Wood Plane]] ([[Wood Plane]])&lt;br /&gt;
* Allows construction of a [[Carpentry Shop]] ([[Carpentry Shop]])&lt;br /&gt;
&lt;br /&gt;
Level 2&lt;br /&gt;
* Decorative Camp Items&lt;br /&gt;
**Fence (Fancy) three styles, for 50 boards and 15 nails&lt;br /&gt;
**Fence (Stone) for 50 boards, 15 nails, and 10 cut stone&lt;br /&gt;
**Fence Corner (Stone) for 50 boards, 15 nails, and 10 cut stone&lt;br /&gt;
&lt;br /&gt;
Level 3&lt;br /&gt;
* Allows building trading shelves ([[Small Corner]] and [[Small Center]]) in a compound&lt;br /&gt;
&lt;br /&gt;
Level 4&lt;br /&gt;
* Allows building trading shelves ([[Large Corner]] and [[Large Center]]) in a compound&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95839</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95839"/>
		<updated>2019-08-20T06:55:07Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now&amp;lt;br&amp;gt;&lt;br /&gt;
There are 3 factions: Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kush is located in the south, Hyksos in the middle and Meshwesh in the north.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, there are no special benefits in getting a higher faction rank apart from Elder.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank or kick them out of the faction. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
Elders are elected. To start an election, go to the Great Hall and petition for an election. Once enough people have done this, the elections will take place automatically and the faction members can vote on who the new Elder should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tokens &amp;amp; regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and any paid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction generates an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95827</id>
		<title>Tasks</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95827"/>
		<updated>2019-08-19T23:34:54Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Puzzle in the Night Sky */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tasks =&lt;br /&gt;
&lt;br /&gt;
Tasks are new in T9, they provide a step-by-step guide to walk players through various technologies and resources.&lt;br /&gt;
&lt;br /&gt;
Right now these are all the available tasks we can get:&lt;br /&gt;
&lt;br /&gt;
==On Welcome Island:==&lt;br /&gt;
===New Beginnings===&lt;br /&gt;
===Solid Progress===&lt;br /&gt;
===Flax Growing===&lt;br /&gt;
===Flax Processing===&lt;br /&gt;
Reward: 50 Rotten Flax&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Materials===&lt;br /&gt;
===Head for Pastures New===&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Egypt:==&lt;br /&gt;
===Elder===&lt;br /&gt;
How to get: you get this once you click on the great hall and petition for an election to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Register as a candidate for Elder&amp;lt;br&amp;gt;&lt;br /&gt;
- Participate in one Elder election&amp;lt;br&amp;gt;&lt;br /&gt;
===Home Sweet Home===&lt;br /&gt;
How to get: You get this automatically once you arrive in Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
- Choose somewhere to make camp (Self/Projects/Make Camp)&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Compound on flat ground&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Crafting Bench in your Compound&amp;lt;br&amp;gt;&lt;br /&gt;
- Expand your Compound to 16 sectors&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Install a Cornerstone to prevent maintenance costs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Botany===&lt;br /&gt;
How to get: you get this when you examine any plant&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Botany skill and ability to eat and harvest wild herbs&amp;lt;br&amp;gt;&lt;br /&gt;
- Identify 25 different plants and trees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Water water everywhere===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Crafting Makes Perfect===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Pottery===&lt;br /&gt;
How to get: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn about Stonework at a University of Architecture&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Water and fill a Canvas Bag&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Clay from a Clay Patch&amp;lt;br&amp;gt;&lt;br /&gt;
- Dig a Hole with a Shovel and pick up a Medium Stone&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn about Pottery and Kiln Construction&amp;lt;br&amp;gt;&lt;br /&gt;
- Cut a pair of Fly Stones on a Rocksaw&amp;lt;br&amp;gt;&lt;br /&gt;
- Make a Pottery Wheel&amp;lt;br&amp;gt;&lt;br /&gt;
- Throw a Jug on a Pottery Wheel&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a True Kiln&amp;lt;br&amp;gt;&lt;br /&gt;
- Fire a Wet Jug in a True Kiln&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A home for a Sheep===&lt;br /&gt;
How to get: you get this after learning Animal Husbandry at the University of Worship, then pick up a sheep&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Onion Seed&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn Project Management&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Small Construction Site on Grass&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Sheep Pen via the Small Construction Site&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Male Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Female Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Feed the Sheep Onions&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Art &amp;amp; Music===&lt;br /&gt;
How to get: you get this after you make linen on a loom&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faster Gathering===&lt;br /&gt;
How to get: you get this after you complete Grass Harvesting level 1&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 400 Grass&amp;lt;br&amp;gt;&lt;br /&gt;
- Assemble a Slate Scythe at a Carpentry Shop&amp;lt;br&amp;gt;&lt;br /&gt;
- Sow Papyrus seeds along the Nile&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Papyrus North from where you sowed&amp;lt;br&amp;gt;&lt;br /&gt;
- Dry Papyrus on a Flax Hammock/Drying Rack at High Altitude&amp;lt;br&amp;gt;&lt;br /&gt;
- Weave Dried Papyrus into a Papyrus Basket&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Grass using a Scythe and Papyrus Basket&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Puzzle in the Night Sky===&lt;br /&gt;
How to get: Learn stonework technology from University of Architecture&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
- Make a Clay Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Papyrus from the Nile River bank&amp;lt;br&amp;gt;&lt;br /&gt;
- Dry Papyrus on a Drying Rack&amp;lt;br&amp;gt;&lt;br /&gt;
- Whittle a Sharp Stick&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Clay&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Limestone&amp;lt;br&amp;gt;&lt;br /&gt;
- Spin Twine into Rope&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Night Sky Table&amp;lt;br&amp;gt;&lt;br /&gt;
- Open the Table for Judging&amp;lt;br&amp;gt;&lt;br /&gt;
- Tear down your Night Sky Table OR &amp;lt;br&amp;gt;&lt;br /&gt;
- Have Seven Judges solve and rate the puzzle&amp;lt;br&amp;gt;&lt;br /&gt;
- Design rated Good by most judges&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95826</id>
		<title>Tasks</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95826"/>
		<updated>2019-08-19T23:31:14Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Pottery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tasks =&lt;br /&gt;
&lt;br /&gt;
Tasks are new in T9, they provide a step-by-step guide to walk players through various technologies and resources.&lt;br /&gt;
&lt;br /&gt;
Right now these are all the available tasks we can get:&lt;br /&gt;
&lt;br /&gt;
==On Welcome Island:==&lt;br /&gt;
===New Beginnings===&lt;br /&gt;
===Solid Progress===&lt;br /&gt;
===Flax Growing===&lt;br /&gt;
===Flax Processing===&lt;br /&gt;
Reward: 50 Rotten Flax&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Materials===&lt;br /&gt;
===Head for Pastures New===&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Egypt:==&lt;br /&gt;
===Elder===&lt;br /&gt;
How to get: you get this once you click on the great hall and petition for an election to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Register as a candidate for Elder&amp;lt;br&amp;gt;&lt;br /&gt;
- Participate in one Elder election&amp;lt;br&amp;gt;&lt;br /&gt;
===Home Sweet Home===&lt;br /&gt;
How to get: You get this automatically once you arrive in Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
- Choose somewhere to make camp (Self/Projects/Make Camp)&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Compound on flat ground&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Crafting Bench in your Compound&amp;lt;br&amp;gt;&lt;br /&gt;
- Expand your Compound to 16 sectors&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Install a Cornerstone to prevent maintenance costs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Botany===&lt;br /&gt;
How to get: you get this when you examine any plant&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Botany skill and ability to eat and harvest wild herbs&amp;lt;br&amp;gt;&lt;br /&gt;
- Identify 25 different plants and trees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Water water everywhere===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Crafting Makes Perfect===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Pottery===&lt;br /&gt;
How to get: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn about Stonework at a University of Architecture&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Water and fill a Canvas Bag&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Clay from a Clay Patch&amp;lt;br&amp;gt;&lt;br /&gt;
- Dig a Hole with a Shovel and pick up a Medium Stone&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn about Pottery and Kiln Construction&amp;lt;br&amp;gt;&lt;br /&gt;
- Cut a pair of Fly Stones on a Rocksaw&amp;lt;br&amp;gt;&lt;br /&gt;
- Make a Pottery Wheel&amp;lt;br&amp;gt;&lt;br /&gt;
- Throw a Jug on a Pottery Wheel&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a True Kiln&amp;lt;br&amp;gt;&lt;br /&gt;
- Fire a Wet Jug in a True Kiln&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A home for a Sheep===&lt;br /&gt;
How to get: you get this after learning Animal Husbandry at the University of Worship, then pick up a sheep&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Onion Seed&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn Project Management&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Small Construction Site on Grass&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Sheep Pen via the Small Construction Site&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Male Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Female Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Feed the Sheep Onions&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Art &amp;amp; Music===&lt;br /&gt;
How to get: you get this after you make linen on a loom&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faster Gathering===&lt;br /&gt;
How to get: you get this after you complete Grass Harvesting level 1&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 400 Grass&amp;lt;br&amp;gt;&lt;br /&gt;
- Assemble a Slate Scythe at a Carpentry Shop&amp;lt;br&amp;gt;&lt;br /&gt;
- Sow Papyrus seeds along the Nile&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Papyrus North from where you sowed&amp;lt;br&amp;gt;&lt;br /&gt;
- Dry Papyrus on a Flax Hammock/Drying Rack at High Altitude&amp;lt;br&amp;gt;&lt;br /&gt;
- Weave Dried Papyrus into a Papyrus Basket&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Grass using a Scythe and Papyrus Basket&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Puzzle in the Night Sky===&lt;br /&gt;
How to get: Learn stonework technology from University of Architecture&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
- Make a Clay Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Papyrus from the Nile River bank&amp;lt;br&amp;gt;&lt;br /&gt;
- Dry Papyrus on a Drying Rack&amp;lt;br&amp;gt;&lt;br /&gt;
- Whittle a Sharp Stick&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Clay&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Limestone&amp;lt;br&amp;gt;&lt;br /&gt;
- Spin Twine into Rope&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Night Sky Table&amp;lt;br&amp;gt;&lt;br /&gt;
- Open the Table for Judging&amp;lt;br&amp;gt;&lt;br /&gt;
- Tear down your Night Sky Table OR &amp;lt;br&amp;gt;&lt;br /&gt;
- Have Seven Judges solve and rate the puzzle&amp;lt;br&amp;gt;&lt;br /&gt;
- Design rated Good by most judges&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95825</id>
		<title>Tasks</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95825"/>
		<updated>2019-08-19T23:29:14Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Faster Gathering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tasks =&lt;br /&gt;
&lt;br /&gt;
Tasks are new in T9, they provide a step-by-step guide to walk players through various technologies and resources.&lt;br /&gt;
&lt;br /&gt;
Right now these are all the available tasks we can get:&lt;br /&gt;
&lt;br /&gt;
==On Welcome Island:==&lt;br /&gt;
===New Beginnings===&lt;br /&gt;
===Solid Progress===&lt;br /&gt;
===Flax Growing===&lt;br /&gt;
===Flax Processing===&lt;br /&gt;
Reward: 50 Rotten Flax&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Materials===&lt;br /&gt;
===Head for Pastures New===&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Egypt:==&lt;br /&gt;
===Elder===&lt;br /&gt;
How to get: you get this once you click on the great hall and petition for an election to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Register as a candidate for Elder&amp;lt;br&amp;gt;&lt;br /&gt;
- Participate in one Elder election&amp;lt;br&amp;gt;&lt;br /&gt;
===Home Sweet Home===&lt;br /&gt;
How to get: You get this automatically once you arrive in Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
- Choose somewhere to make camp (Self/Projects/Make Camp)&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Compound on flat ground&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Crafting Bench in your Compound&amp;lt;br&amp;gt;&lt;br /&gt;
- Expand your Compound to 16 sectors&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Install a Cornerstone to prevent maintenance costs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Botany===&lt;br /&gt;
How to get: you get this when you examine any plant&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Botany skill and ability to eat and harvest wild herbs&amp;lt;br&amp;gt;&lt;br /&gt;
- Identify 25 different plants and trees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Water water everywhere===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Crafting Makes Perfect===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Pottery===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===A home for a Sheep===&lt;br /&gt;
How to get: you get this after learning Animal Husbandry at the University of Worship, then pick up a sheep&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Onion Seed&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn Project Management&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Small Construction Site on Grass&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Sheep Pen via the Small Construction Site&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Male Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Female Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Feed the Sheep Onions&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Art &amp;amp; Music===&lt;br /&gt;
How to get: you get this after you make linen on a loom&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faster Gathering===&lt;br /&gt;
How to get: you get this after you complete Grass Harvesting level 1&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 400 Grass&amp;lt;br&amp;gt;&lt;br /&gt;
- Assemble a Slate Scythe at a Carpentry Shop&amp;lt;br&amp;gt;&lt;br /&gt;
- Sow Papyrus seeds along the Nile&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Papyrus North from where you sowed&amp;lt;br&amp;gt;&lt;br /&gt;
- Dry Papyrus on a Flax Hammock/Drying Rack at High Altitude&amp;lt;br&amp;gt;&lt;br /&gt;
- Weave Dried Papyrus into a Papyrus Basket&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Grass using a Scythe and Papyrus Basket&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Puzzle in the Night Sky===&lt;br /&gt;
How to get: Learn stonework technology from University of Architecture&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
- Make a Clay Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Papyrus from the Nile River bank&amp;lt;br&amp;gt;&lt;br /&gt;
- Dry Papyrus on a Drying Rack&amp;lt;br&amp;gt;&lt;br /&gt;
- Whittle a Sharp Stick&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Clay&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Limestone&amp;lt;br&amp;gt;&lt;br /&gt;
- Spin Twine into Rope&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Night Sky Table&amp;lt;br&amp;gt;&lt;br /&gt;
- Open the Table for Judging&amp;lt;br&amp;gt;&lt;br /&gt;
- Tear down your Night Sky Table OR &amp;lt;br&amp;gt;&lt;br /&gt;
- Have Seven Judges solve and rate the puzzle&amp;lt;br&amp;gt;&lt;br /&gt;
- Design rated Good by most judges&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95824</id>
		<title>Tasks</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95824"/>
		<updated>2019-08-19T23:20:59Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* In Egypt: */ Added Puzzle in the Night Sky task&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tasks =&lt;br /&gt;
&lt;br /&gt;
Tasks are new in T9, they provide a step-by-step guide to walk players through various technologies and resources.&lt;br /&gt;
&lt;br /&gt;
Right now these are all the available tasks we can get:&lt;br /&gt;
&lt;br /&gt;
==On Welcome Island:==&lt;br /&gt;
===New Beginnings===&lt;br /&gt;
===Solid Progress===&lt;br /&gt;
===Flax Growing===&lt;br /&gt;
===Flax Processing===&lt;br /&gt;
Reward: 50 Rotten Flax&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Materials===&lt;br /&gt;
===Head for Pastures New===&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Egypt:==&lt;br /&gt;
===Elder===&lt;br /&gt;
How to get: you get this once you click on the great hall and petition for an election to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Register as a candidate for Elder&amp;lt;br&amp;gt;&lt;br /&gt;
- Participate in one Elder election&amp;lt;br&amp;gt;&lt;br /&gt;
===Home Sweet Home===&lt;br /&gt;
How to get: You get this automatically once you arrive in Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
- Choose somewhere to make camp (Self/Projects/Make Camp)&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Compound on flat ground&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Crafting Bench in your Compound&amp;lt;br&amp;gt;&lt;br /&gt;
- Expand your Compound to 16 sectors&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Install a Cornerstone to prevent maintenance costs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Botany===&lt;br /&gt;
How to get: you get this when you examine any plant&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Botany skill and ability to eat and harvest wild herbs&amp;lt;br&amp;gt;&lt;br /&gt;
- Identify 25 different plants and trees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Water water everywhere===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Crafting Makes Perfect===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Pottery===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===A home for a Sheep===&lt;br /&gt;
How to get: you get this after learning Animal Husbandry at the University of Worship, then pick up a sheep&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Onion Seed&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn Project Management&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Small Construction Site on Grass&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Sheep Pen via the Small Construction Site&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Male Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Female Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Feed the Sheep Onions&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Art &amp;amp; Music===&lt;br /&gt;
How to get: you get this after you make linen on a loom&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faster Gathering===&lt;br /&gt;
How to get: you get this after you complete Grass Harvesting level 1&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 400 Grass&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Puzzle in the Night Sky===&lt;br /&gt;
How to get: Learn stonework technology from University of Architecture&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
- Make a Clay Lamp&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Papyrus from the Nile River bank&amp;lt;br&amp;gt;&lt;br /&gt;
- Dry Papyrus on a Drying Rack&amp;lt;br&amp;gt;&lt;br /&gt;
- Whittle a Sharp Stick&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Clay&amp;lt;br&amp;gt;&lt;br /&gt;
- Gather Limestone&amp;lt;br&amp;gt;&lt;br /&gt;
- Spin Twine into Rope&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Night Sky Table&amp;lt;br&amp;gt;&lt;br /&gt;
- Open the Table for Judging&amp;lt;br&amp;gt;&lt;br /&gt;
- Tear down your Night Sky Table OR &amp;lt;br&amp;gt;&lt;br /&gt;
- Have Seven Judges solve and rate the puzzle&amp;lt;br&amp;gt;&lt;br /&gt;
- Design rated Good by most judges&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95823</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95823"/>
		<updated>2019-08-19T23:12:52Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now&amp;lt;br&amp;gt;&lt;br /&gt;
There are 3 factions: Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kush is located in the south, Hyksos in the middle and Meshwesh in the north.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, there are no special benefits in getting a higher faction rank apart from Elder.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank or kick them out of the faction. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
Elders are elected. To start an election, go to the Great Hall and petition for an election. Once enough people have done this, the elections will take place automatically and the faction members can vote on who the new Elder should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and any paid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction generates an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95822</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95822"/>
		<updated>2019-08-19T23:03:12Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Faction Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now&amp;lt;br&amp;gt;&lt;br /&gt;
There are 3 factions: Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kush is located in the south, Hyksos in the middle and Meshwesh in the north.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, there are no special benefits in getting a higher faction rank apart from Elder.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank or kick them out of the faction. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
Elders are elected. To start an election, go to the Great Hall and petition for an election. Once enough people have done this, the elections will take place automatically and the faction members can vote on who the new Elder should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and any paid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95821</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95821"/>
		<updated>2019-08-19T23:02:11Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Faction Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now&amp;lt;br&amp;gt;&lt;br /&gt;
There are 3 factions: Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kush is located in the south, Hyksos in the middle and Meshwesh in the north.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank or kick them out of the faction. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, there are no special benefits in getting a higher faction rank apart from Elder.&amp;lt;br&amp;gt;&lt;br /&gt;
Elders are elected. To start an election, go to the Great Hall and petition for an election. Once enough people have done this, the elections will take place automatically and the faction members can vote on who the new Elder should be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and any paid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95819</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95819"/>
		<updated>2019-08-19T22:48:26Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now&amp;lt;br&amp;gt;&lt;br /&gt;
There are 3 factions: Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kush is located in the south, Hyksos in the middle and Meshwesh in the north.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank or kick them out of the faction. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and any paid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95818</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95818"/>
		<updated>2019-08-19T22:42:42Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Faction Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now&amp;lt;br&amp;gt;&lt;br /&gt;
There are 3 factions: Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kush is located in the south, Hyksos in the middle and Meshwesh in the north.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank or kick them out of the faction. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and anypaid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95817</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95817"/>
		<updated>2019-08-19T22:41:39Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now&amp;lt;br&amp;gt;&lt;br /&gt;
There are 3 factions: Kush, Hyksos and Meshwesh.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kush is located in the south, Hyksos in the middle and Meshwesh in the north.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and anypaid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95816</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95816"/>
		<updated>2019-08-19T22:37:42Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Factions=&lt;br /&gt;
Factions aren't as scary as you think they are, assumed they are, or were thought to be previous to now&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and anypaid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95815</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95815"/>
		<updated>2019-08-19T22:33:32Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* FAQs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and anypaid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs(Everything here is from T8)=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95814</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95814"/>
		<updated>2019-08-19T22:32:39Z</updated>

		<summary type="html">&lt;p&gt;Manon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
=Faction Ranks=&lt;br /&gt;
Promotions are run once a week. To get a chance of getting promoted, you need to do things for your faction, such as donate materials for research.&amp;lt;br&amp;gt;&lt;br /&gt;
Only a Faction Elder can demote someone in rank. This has to be done manually.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and anypaid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95813</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95813"/>
		<updated>2019-08-19T22:27:09Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and anypaid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one, then 4 hours, then 5 etc. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95812</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95812"/>
		<updated>2019-08-19T22:23:51Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
- Tokens are generated at the Great Hall and anypaid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
- You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
- You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
- Each faction has an equal number of tokens to spend per week.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
- If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95811</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95811"/>
		<updated>2019-08-19T22:21:33Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
Tokens are generated at the Great Hall and anypaid account in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has an equal number of tokens to spend per week. You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95810</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95810"/>
		<updated>2019-08-19T22:19:53Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
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=Controlling regions=&lt;br /&gt;
Tokens are generated at the Great Hall and anyone in your faction can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall until collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has an equal number of tokens to spend per week. You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
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=FAQs=&lt;br /&gt;
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===Factions===&lt;br /&gt;
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'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
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'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
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'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
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'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
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'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
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'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
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==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
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==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
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==Technologies==&lt;br /&gt;
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'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
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'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
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'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
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'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
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''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
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''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
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'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
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'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
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==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
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'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
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Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
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Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
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Players start at zero faction 'points'&lt;br /&gt;
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Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
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That means they are given positive 'points'.&lt;br /&gt;
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Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
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Once they are promoted, their points are reset to zero.&lt;br /&gt;
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If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
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The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
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Points are only reset if you are promoted.&lt;br /&gt;
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You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
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Negative points are not reset.&lt;br /&gt;
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You must climb out of that hole with good deeds.&lt;br /&gt;
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Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
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Apostate means nothing right now.&lt;br /&gt;
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However, the following things are moving with regards to Apostate:&lt;br /&gt;
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1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
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2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
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You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
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You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
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You reap those rewards.&lt;br /&gt;
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&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
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&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
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[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
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[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
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[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
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[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
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[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
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[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
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[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
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--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==Faction Progress==&lt;br /&gt;
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As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
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To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
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===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
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'''The color of your bar indicates where you stand. '''&lt;br /&gt;
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{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
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When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
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When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
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Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
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{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95809</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95809"/>
		<updated>2019-08-19T22:18:31Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
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{{Languages}}&lt;br /&gt;
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=Controlling regions=&lt;br /&gt;
1. Tokens are generated at the Great Hall and you can collect them when they spawn there which is hourly , increasing in time as the tale continues. The tokens stay at the Great Hall untill collected, accumulating over time.&amp;lt;br&amp;gt;&lt;br /&gt;
2. You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
3. You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
4. You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has an equal number of tokens to spend per week. You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
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=FAQs=&lt;br /&gt;
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===Factions===&lt;br /&gt;
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'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95808</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95808"/>
		<updated>2019-08-19T22:15:56Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */ added more info on regions and chanceries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
1. Tokens are generated at the GH and you can collect them when they spawn there which is hourly , increasing in time as the tale continues&amp;lt;br&amp;gt;&lt;br /&gt;
2. You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
3. You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
4. You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has an equal number of tokens to spend per week. You can also spend 10 of them on chanceries to have permanent faction chat in a region. Your faction does not need to be in control of the region in order to build a chancery.&amp;lt;br&amp;gt;&lt;br /&gt;
If at the moment of changing, a region has gotten no tokens it will become neutral again. If the bidding results in a tie, the defending faction will win the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95807</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95807"/>
		<updated>2019-08-19T22:12:10Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */ added what a chancery does and costs in tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
1. Tokens are generated at the GH and you can collect them when they spawn there which is hourly , increasing in time as the tale continues&amp;lt;br&amp;gt;&lt;br /&gt;
2. You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
3. You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
4. You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has an equal number of tokens to spend per week. You can also spend 10 of them on chanceries to have permanent faction chat in a region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95806</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95806"/>
		<updated>2019-08-19T22:10:04Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */ Edited token info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
1. Tokens are generated at the GH and you can collect them when they spawn there which is hourly , increasing in time as the tale continues&amp;lt;br&amp;gt;&lt;br /&gt;
2. You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
3. You can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
4. You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one. This timer resets every week.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has an equal number of tokens to spend per week I think. You can also spend them on chanceries&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95805</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95805"/>
		<updated>2019-08-19T22:08:50Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Controlling regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
1. Tokens are generated at the GH and you can collect them when they spawn there which is hourly , increasing in time as the tale continues&amp;lt;br&amp;gt;&lt;br /&gt;
2. You can spend them at tribute posts. The bidding is blind unlike T8&amp;lt;br&amp;gt;&lt;br /&gt;
3. you can only expand your boundaries into regions that are adjacent to ones you already have&amp;lt;br&amp;gt;&lt;br /&gt;
4. You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one.&amp;lt;br&amp;gt;&lt;br /&gt;
Each faction has an equal number of tokens to spend per week I think. You can also spend them on chanceries&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95804</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Factions&amp;diff=95804"/>
		<updated>2019-08-19T22:08:19Z</updated>

		<summary type="html">&lt;p&gt;Manon: Added token system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=Controlling regions=&lt;br /&gt;
1. Tokens are generated at the GH and you can collect them when they spawn there which is hourly , increasing in time as the tale continues&lt;br /&gt;
2. You can spend them at tribute posts. The bidding is blind unlike T8&lt;br /&gt;
3. you can only expand your boundaries into regions that are adjacent to ones you already have&lt;br /&gt;
4. You can recieve a token from the great hall every 2 hours + (number of tokens taken * 1 hour), so after taking your first token, you need to wait 3 hours to take another one.&lt;br /&gt;
Each faction has an equal number of tokens to spend per week I think. You can also spend them on chanceries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{T8 Below}}&lt;br /&gt;
{{FactionNavBar}}&lt;br /&gt;
&lt;br /&gt;
=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies—someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc.). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in its home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;—Malard (Discord). This is separate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned—you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
'''''How does advancement work?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apophis - Discord #general at 5:05 PM 06Apr18&lt;br /&gt;
&lt;br /&gt;
Ok, I will explain this mechanic, because it's critical&lt;br /&gt;
&lt;br /&gt;
Players start at zero faction 'points'&lt;br /&gt;
&lt;br /&gt;
Every time they do anything positive for the faction, they are given a message that they have done something favored by the faction.&lt;br /&gt;
&lt;br /&gt;
That means they are given positive 'points'.&lt;br /&gt;
&lt;br /&gt;
Once they hit a threshold, they are eligible for promotion, and their bar turns green.&lt;br /&gt;
&lt;br /&gt;
Once they are promoted, their points are reset to zero.&lt;br /&gt;
&lt;br /&gt;
If you sit on your butt and do nothing - not a single donation or point or anything - for a full week, you are at risk of demotion. This is ONLY true if you are not an Initiate.&lt;br /&gt;
&lt;br /&gt;
The Faction leaders expect that people who are promoted to a position of leadership should continue to assist the faction in some way.&lt;br /&gt;
&lt;br /&gt;
Points are only reset if you are promoted.&lt;br /&gt;
&lt;br /&gt;
You are only demoted if you have zero points (Associate-Patriarch) or less than zero (Initiate-Patriarch).&lt;br /&gt;
&lt;br /&gt;
Negative points are not reset.&lt;br /&gt;
&lt;br /&gt;
You must climb out of that hole with good deeds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will continue to be demoted until you hit Apostate.&lt;br /&gt;
&lt;br /&gt;
Apostate means nothing right now.&lt;br /&gt;
&lt;br /&gt;
However, the following things are moving with regards to Apostate:&lt;br /&gt;
&lt;br /&gt;
1) We are adding the ability for Elders to ban Apostates without using one of their eight bans. We're still discussing how to balance it. We're looking at giving Apostates a grace week to get out of their hole before allowing Elders to freely ban them.&lt;br /&gt;
&lt;br /&gt;
2) Laws that affect the rights of Apostates are fair game. The Faction leaders will Faction Veto any law that restricts Initiates, but they will freely allow any law that restricts Apostates.&lt;br /&gt;
&lt;br /&gt;
You are not an Initiate by choice. You are an Apostate by choice.&lt;br /&gt;
&lt;br /&gt;
You clicked through a yes/no that specifically asked you if you were sure that you wanted to perform an action that was contrary to the desires of your Faction leaders.&lt;br /&gt;
&lt;br /&gt;
You reap those rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
see [[Chats/Faction and Apostate Status]] for more on this topic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Progress==&lt;br /&gt;
&lt;br /&gt;
As you contribute to your faction your Personal Progress indicator will change.&lt;br /&gt;
&lt;br /&gt;
To check your Personal Progress go to your faction's Great Hall, or a Chancery built by your faction, and select Personal Progress from the menu.&lt;br /&gt;
&lt;br /&gt;
===Faction Rewards and Penalties (Apophis: Discord #information at 11:20 AM 07Apr18)===&lt;br /&gt;
Factions require work in order to continue reaping their rewards. Every player has a faction standing, and a faction rank. Faction standing is a point total based on what you do. It can go down or up, depending on if you do things that are favored or not favored in your faction. The game will tell you when you have done something favored or not favored for your faction.&lt;br /&gt;
&lt;br /&gt;
'''The color of your bar indicates where you stand. '''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Info !! Progress Bar State &lt;br /&gt;
|-&lt;br /&gt;
| Sand Colored: Zero faction points. If you are at this level and are at a rank higher than Initiate, you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| insert screenshot&lt;br /&gt;
|-&lt;br /&gt;
| Blue Colored: Positive faction points. You have done something that makes your faction happy, and are not at risk of demotion. However, you have not done enough to be eligible for promotion.&lt;br /&gt;
| [[File:ProgressBar-blue.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Colored: Positive faction points. You have done enough to be eligible for promotion. &lt;br /&gt;
| [[File:Green_bar.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Colored: Negative faction points. You have angered your faction in some way. Be sure to gain faction points to undo whatever things you have done before promotion, or you are at risk of being demoted the next time promotions/demotions occur.&lt;br /&gt;
| [[File:progressbar-red.png|{327}px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you are promoted, your progress is reset to zero, or Sand Colored. This means you must do something the next week, or you may be demoted back to your original standing. &lt;br /&gt;
&lt;br /&gt;
When you are demoted, your points are not reset to zero. You must earn yourself out of the hole you have dug for yourself. &lt;br /&gt;
&lt;br /&gt;
Negative points are only awarded if you do something the faction leaders particularly dislike, like teaching technology to someone from a different faction. &lt;br /&gt;
&lt;br /&gt;
There is a faction rank below Initiate called Apostate. Apostates are almost outlaws in the faction. If you are an Apostate for two weeks running, you will be eligible for removal from your faction by any of your faction Elders without using their bans. In addition, factions can pass laws restricting your faction interactions. Factions can not, however, prevent Apostates from regaining points and getting back into the good graces of the faction.&lt;br /&gt;
&lt;br /&gt;
Caveat(?)&lt;br /&gt;
Malard Oct. 4, 2018 &lt;br /&gt;
@Sahira you lose a small % each week&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95781</id>
		<title>Tasks</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale9/w/index.php?title=Tasks&amp;diff=95781"/>
		<updated>2019-08-19T09:35:03Z</updated>

		<summary type="html">&lt;p&gt;Manon: /* Botany */ added reward&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tasks =&lt;br /&gt;
&lt;br /&gt;
Tasks are new in T9, they provide a step-by-step guide to walk players through various technologies and resources.&lt;br /&gt;
&lt;br /&gt;
Right now these are all the available tasks we can get:&lt;br /&gt;
&lt;br /&gt;
==On Welcome Island:==&lt;br /&gt;
===New Beginnings===&lt;br /&gt;
===Solid Progress===&lt;br /&gt;
===Flax Growing===&lt;br /&gt;
===Flax Processing===&lt;br /&gt;
Reward: 50 Rotten Flax&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Materials===&lt;br /&gt;
===Head for Pastures New===&lt;br /&gt;
&lt;br /&gt;
==In Egypt:==&lt;br /&gt;
===Elder===&lt;br /&gt;
How to get: you get this once you click on the great hall and petition for an election to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Register as a candidate for Elder&amp;lt;br&amp;gt;&lt;br /&gt;
- Participate in one Elder election&amp;lt;br&amp;gt;&lt;br /&gt;
===Home Sweet Home===&lt;br /&gt;
How to get: You get this automatically once you arrive in Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
- Choose somewhere to make camp (Self/Projects/Make Camp)&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Compound on flat ground&amp;lt;br&amp;gt;&lt;br /&gt;
- Build a Crafting Bench in your Compound&amp;lt;br&amp;gt;&lt;br /&gt;
- Expand your Compound to 16 sectors&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Install a Cornerstone to prevent maintenance costs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Botany===&lt;br /&gt;
How to get: you get this when you examine any plant&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: Botany skill and ability to eat and harvest wild herbs&amp;lt;br&amp;gt;&lt;br /&gt;
- Identify 25 different plants and trees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Water water everywhere===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Crafting Makes Perfect===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===Pottery===&lt;br /&gt;
How to get: &amp;lt;br&amp;gt;&lt;br /&gt;
===A home for a Sheep===&lt;br /&gt;
How to get: you get this after learning Animal Husbandry at the University of Worship, then pick up a sheep&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Onion Seed&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn Project Management&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Small Construction Site on Grass&amp;lt;br&amp;gt;&lt;br /&gt;
- (Optional)Build a Sheep Pen via the Small Construction Site&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Male Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Load a Female Sheep into the Sheep Pen&amp;lt;br&amp;gt;&lt;br /&gt;
- Feed the Sheep Onions&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Art &amp;amp; Music===&lt;br /&gt;
How to get: you get this after you make linen on a loom&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 1 Talent Point&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faster Gathering===&lt;br /&gt;
How to get: you get this after you complete Grass Harvesting level 1&amp;lt;br&amp;gt;&lt;br /&gt;
Reward: 400 Grass&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manon</name></author>
	</entry>
</feed>