
Supply Wardrobe
Critical load Supply Wardrobe
https://wowwiki.fandom.com/wiki/Orc.....umans_missions
https://wow.gamepedia.com/Warcraft:.....umans_missions
https://wowwiki.fandom.com/wiki/Tid.....kness_missions
https://wow.gamepedia.com/Warcraft_.....kness_missions
&&&&&&&&&&&&&&&*((((((())))))
I’d like to see Quill from Moss holding two curved swords made by Lord Of The Rings elves, she’s also posing by the front door of her house
https://static.wikia.nocookie.net/j.....20200812020504
https://static.wikia.nocookie.net/j.....20200606212706
https://jakanddaxter.fandom.com/wik.....rsor_artifacts
https://static.wikia.nocookie.net/j.....20181114004317
https://static.wikia.nocookie.net/j.....20100614123211
https://www.deviantart.com/pointing.....-Inc-802607743
https://www.deviantart.com/pointing.....ware-800771846
https://www.deviantart.com/pointing.....dios-800525335
https://www.deviantart.com/pointing.....ater-800517611
https://www.deviantart.com/pointing.....tion-800510356
https://www.deviantart.com/pointing.....Logo-799934197
https://www.deviantart.com/pointing.....-Six-799825419
Moglade-Residence
Greetings, would it be possible to make my FNAF OC, Beltway the Animatronic Fox.
Beltway is the newest character of the HD Girls, based off of Rockstar Foxy, I’m not sure if Rockstar Foxy has a female model, but if it does, I’d like Beltway sitting in the FNAF 1 office which is mirrored on both sides, has brighter lighting, and Beltways is enjoying a nice cup of tea on a nice comfy office chair
Greetings, would it be possible to make my FNAF OC, Beltway the Animatronic Fox.
Beltway is the newest character of the HD Girls, based on Funtime Foxy, Sexy Foxy, and Lolbit, are mascots of my DA group, UnderSunUmbrella
I've got some more ideas about this Art Trade: I thought Fortune will just have a single prop, the Decoy Glove (he’s got one of each facing all 4 angles, floating above pedestals- one facing the front, one facing the back, one facing the left side, and one facing the right side)
https://ratchetandclank.fandom.com/.....ki/Decoy_Glove
https://static.wikia.nocookie.net/r.....20181018221609
https://static.wikia.nocookie.net/r.....20181018221612
https://static.wikia.nocookie.net/r.....20181018221811
https://static.wikia.nocookie.net/r.....20181018221826
https://static.wikia.nocookie.net/r.....20190419001128
https://static.wikia.nocookie.net/r.....20181018210906
https://static.wikia.nocookie.net/r.....20181022140021
https://steamcommunity.com/sharedfi.....?id=1445087559
https://steamcommunity.com/sharedfi.....?id=1926099664
https://steamcommunity.com/sharedfi.....?id=1532220786
https://steamcommunity.com/sharedfi...../?id=944539940
https://steamcommunity.com/sharedfi...../?id=174167620
I was wondering if you could make some sort of rogues gallery line up with using the humanoid Oddworld character models
https://steamcommunity.com/sharedfi.....?id=1875642524
https://steamcommunity.com/sharedfi.....?id=1858959216
https://steamcommunity.com/sharedfi...../?id=898595930
Oddworld: Stranger's Wrath - Animated Playermodels
https://steamcommunity.com/sharedfi...../?id=300674206 FNAF Map
https://steamcommunity.com/sharedfi.....?id=1504325974 Fortnite Smokestack
https://steamcommunity.com/sharedfi...../?id=517407385 Battle Of Britain map
https://steamcommunity.com/sharedfi...../?id=615604097 Rupture Farms (Oddworld: Abe's Oddysee)
https://steamcommunity.com/sharedfi...../?id=123686602 SligWolf's Slig NPC/PM
https://steamcommunity.com/sharedfi...../?id=615588340 oddworld props (door, lever, trap door, signs) pack
https://digimon.fandom.com/wiki/Zero_Unit
https://vignette.wikia.nocookie.net.....20091119160816
https://wikimon.net/Zero_Unit
https://wikimon.net/File:Culumark.jpg
https://digimon.fandom.com/wiki/Digital_Hazard
https://vignette.wikia.nocookie.net.....20100126205007
https://wikimon.net/Digital_Hazard
https://wikimon.net/File:Digital_Ha.....ctors_Card.jpg
https://digimon.fandom.com/wiki/Crests
https://vignette.wikia.nocookie.net.....20080908131922
https://wikimon.net/Crest
https://wikimon.net/File:Bo-99.jpg
https://m.bulbapedia.bulbagarden.ne.....i/Energy_card_(TCG)
https://m.bulbapedia.bulbagarden.ne...../Grass_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....i/Fire_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne...../Water_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....htning_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....sychic_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....ghting_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....rkness_Energy_(Basic)
https://m.bulbapedia.bulbagarden.ne...../Metal_Energy_(Basic)
https://m.bulbapedia.bulbagarden.ne...../Fairy_Energy_(TCG)
https://www.daz3d.com/fantasy-weapon-set-1
https://en.m.wikipedia.org/wiki/Lifeguard
https://en.m.wikipedia.org/wiki/Lif.....Alamoana14.jpg
https://en.m.wikipedia.org/wiki/Lif.....-Borkum-Lo.JPG
https://en.m.wikipedia.org/wiki/Lif.....Lifeguards.jpg
https://en.m.wikipedia.org/wiki/Lif.....runk_Bay_7.jpg
https://en.m.wikipedia.org/wiki/Lif.....Asprovalta.jpg
https://en.m.wikipedia.org/wiki/Sur.....ulla_Tower.JPG
https://en.m.wikipedia.org/wiki/Sur.....ra_Beach_2.JPG
https://en.m.wikipedia.org/wiki/Lif....._lifeguard.jpg
https://en.m.wikipedia.org/wiki/First_aid_kit
https://en.m.wikipedia.org/wiki/Bug-out_bag
https://en.m.wikipedia.org/wiki/Medical_bag
https://en.m.wikipedia.org/wiki/Medicine_bag
https://en.m.wikipedia.org/wiki/Gladstone_bag
https://en.m.wikipedia.org/wiki/Per.....nal_watercraft
https://en.m.wikipedia.org/wiki/Jet_Ski
https://en.m.wikipedia.org/wiki/WaveRunner
https://en.m.wikipedia.org/wiki/Sea-Doo
https://en.m.wikipedia.org/wiki/Aqua_scooter
https://en.m.wikipedia.org/wiki/Flyboard
https://en.m.wikipedia.org/wiki/Wetbike
https://en.m.wikipedia.org/wiki/Yamaha_SuperJet
https://en.m.wikipedia.org/wiki/Yamaha_WaveBlaster
https://en.m.wikipedia.org/wiki/Jetboat
https://en.m.wikipedia.org/wiki/Lifebuoy
https://en.m.wikipedia.org/wiki/Rescue_buoy
https://en.m.wikipedia.org/wiki/Buoy
https://en.m.wikipedia.org/wiki/Life_Guards_(United_Kingdom)
https://en.m.wikipedia.org/wiki/Gentleman_ranker
https://en.m.wikipedia.org/wiki/Remittance_man
https://en.m.wikipedia.org/wiki/New_Model_Army
https://en.m.wikipedia.org/wiki/Life_Guards_(Sweden)
https://en.m.wikipedia.org/wiki/Roy.....uards_Regiment
https://en.m.wikipedia.org/wiki/Royal_Life_Guards_(Denmark)
https://en.m.wikipedia.org/wiki/Com.....hief%27s_Guard
https://en.m.wikipedia.org/wiki/Lifeguard_(military)
https://starcraft.fandom.com/wiki/Nuclear_silo
https://vignette.wikia.nocookie.net.....20190307052331
https://vignette.wikia.nocookie.net.....20200606112033
https://starcraft.fandom.com/wiki/Physics_lab
https://vignette.wikia.nocookie.net.....20190307051140
https://starcraft.fandom.com/wiki/ComSat_station
https://vignette.wikia.nocookie.net.....20190307052101
https://starcraft.fandom.com/wiki/Control_tower
https://vignette.wikia.nocookie.net.....20180817123632
https://starcraft.fandom.com/wiki/Covert_ops_(add-on)
https://vignette.wikia.nocookie.net.....20190307050955
https://starcraft.fandom.com/wiki/Machine_shop
https://vignette.wikia.nocookie.net.....20180817123533
https://starcraft.fandom.com/wiki/Tech_lab
https://vignette.wikia.nocookie.net.....20110319064221
https://vignette.wikia.nocookie.net.....20100716233928
https://vignette.wikia.nocookie.net.....20171119173422
https://vignette.wikia.nocookie.net.....20200605134817
https://vignette.wikia.nocookie.net.....20191203094409
https://vignette.wikia.nocookie.net.....20200719031427
https://vignette.wikia.nocookie.net.....20070729011133
https://starcraft.fandom.com/wiki/Reactor
https://vignette.wikia.nocookie.net.....20100716233314
https://vignette.wikia.nocookie.net.....20171119173436
https://vignette.wikia.nocookie.net.....20200610070443
https://vignette.wikia.nocookie.net.....20200719012436
https://starcraft.fandom.com/wiki/Tech_reactor
https://vignette.wikia.nocookie.net.....20200606105238
https://starcraft.fandom.com/wiki/C.....rran_buildings
https://starcraft.fandom.com/wiki/C.....rran_buildings
https://starcraft.fandom.com/wiki/C.....ctural_classes
http://aurorawiki.pentarch.org/inde.....?title=Leaders
Leaders are the "talent pool" of every Empire, who improve how it performs in their respective field. These are divided into Scientists, who lead research projects, Civilian Administrators, who govern colonies and sectors, Naval Officers, who captain ships, and Ground Commanders, who command ground units.
Each leader type has an array of abilities relevant to their field. Leaders are trained at military academies and can have one or more abilities. Some assignment may require a leader with a specific ability or rank. Leader ability bonus will grow over time in their positions, though it may take time for qualified leader to gain skill and advance in rank. Leaders can die in combat, get captured, die due to poor health or retire.
Types of leaders
Civilian Administrators
Civilian Administrators can be assigned as Planetary and Sector Governors or to Espionage and Diplomacy teams. Governors can make a huge difference, especially early in game, as they can grant a significant bonus to Mining, Shipbuilding, Wealth and even Terraforming.
Governors are rated by their 'Administration Rating' which determines how large a population or sector a Civilian Administrator is capable of managing. The administration rating can rise through experience. Planetary Governor applies his bonuses to all aspects of his colony. The Sector Governor applies one quarter of his bonus to all colonies within his sector.
Civilian Administrators can have their bonuses in the following fields: Administration Rating, Wealth Creation, Mining, Population Growth, Factory Production, Shipbuilding, Terraforming, Political Reliability, Espionage, Logistics, Xenology, Ground Unit Construction Speed, Diplomacy and Mining.
Lead Scientists
Lead Scientists can be assigned to Research Projects or to Survey and Xenoarchaeology teams. Assigning Scientists to research new technologies is crucial for your Empire expansion. Each Scientist has a bonus in a single area of study, along with a maximum number of labs: this bonus is applied to any research project they're given, but giving a scientist a research project in his/her field of expertise will quadruple their bonus.
Scientists are rated by their 'Administration Rating' which determines how many research facilities a Scientist is capable of managing during each project. Each Scientists cab lead one research project at once. Their bonus list, apart from their scientific specialty, is as follows: Administration, Research, Survey, and Xenoarchaeology.
Naval Officers
Naval Officers they can be assigned to ship command, task force command, a staff officer position or as a member of a team. Commanders pass on their stats and bonuses to their ship/taskgroup. Naval Officers mainly enhance space operations, having a good commander in the right spot at the right time can swing the tide of a battle.
Naval Officers can have their bonuses and stats in the following fields: Crew Training Rating, Fleet Movement Initiative Rating, Operations, Survey, Mining, Diplomacy, Xenology, Fighter Operations, Espionage, Factory Production, Terraforming, Logistics, Political Reliability, Communications.
Ground Forces Officer
Ground Forces Officer are similar to Naval Officers, but for your ground forces. An officer's bonus affects the unit he commands and all subordinate units. Must be of rank 2 to command brigade headquarters (HQs) and rank 3 to command division HQs. Commanders may have the following stats and bonuses: Ground Forces Training Rating, Ground Combat, Xenology, Logistics, Diplomacy, Espionage
List of Abilities
Each leader type have a subset of the existing abilities and a subset of the existing assignments, although in some cases these overlap.
Administration Rating: Used by Civilian Administrators and Scientists to indicate the size of colony / number of labs they may oversee at one time.
Communications: Used by Task Force Communications Officers to pass orders and coordinate the fleet. Important if you use 'Inexperienced Fleet Penalties'. Also assists if the Leader is placed in a Diplomacy Team that is attempting to establish communications with alien races.
Diplomacy: Used my Diplomatic Team members to make other races/empires like you (or hate you less). Important if you ever want to do anything other than conquer & destroy. Also used by Task Force Public Relations officers to convince the gullible public that your ships are better than they are, and up their perceived Planetary Protection Value.
Espionage: Used by Espionage Team members to steal info from (designs, technology, survey data) and sabotage (installations) other races/empires, and to defend your empire from such activities by others.
Intelligence: Used by Task Force Intelligence Officers to discern enemy capabilities, interpret sensor data, and identify enemy classes & ships. Basically, everything found on the Ctrl-F5 'Intelligence & Foreign Relations' window that isn't 'Political Relations'. Also used to interrogate captured enemy personnel.
Logistics: Used by Ship Commanders, PDC Commanders, Task Force Logistics Officers and Civilian Administrators to decrease the loading/unloading time* of their ships/PDCs/Task Force members/any military unit at their colony, or any civilian unit if the colony has a civilian spaceport.
Of cargo, passengers, cryo tubes, Marines, ammo, fuel, maintenance supplies, etc.
Operations: Used by Task Force Operations Officers to coordinate the fleet. Important if you use 'Inexperienced Fleet Penalties'. Also used in 'Task Group Training' to overcome said penalties
Survey: Used by Geological Team members to discover additional, overlooked Trans-Newtonian Minerals on colony worlds and Task Force Survey Officers to grant a bonus to the Survey efforts of all ships in the Task Force in the same system as the TFSO.
Xenology: Used by Xeno Team members to investigate alien ruins, identify the builders, and designate 'recoverable' tech, installations, or components. Also used by Construction Brigade commanders to recover the aforementioned items and put them into working order.
Wealth Creation: Used by Civilian Administrator to increase the 'wealth points' generated by population & Financial Centres under their control.
Crew Training Bonus: Used by ship commanders. The number of grade points that are added annually to the ship that this officer commands. The effects of grade points are listed in the Crew and Grade section of the rules
Factory Production Bonus: Used by planetary or sector governors and commanders of construction and salvage ships. Provides a bonus to the construction rate of construction factories, ordnance factories, fighter factories and fuel refineries for a population if this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus. For construction ship or salvage ship commanders, the time required to build a jump gate or salvage a wreck is reduced by the size of the bonus
Fighter Operations Bonus: Used by carrier commanders. Reduces the time required to rearm and refuel fighters
Fleet Movement Initiative Rating: This indicates the level of initiative shown by the commander when it comes to maneuvering a fleet. A fleet or fighter group can have its initiative set at any level up to that of its commander. As fleets/FGs move in ascending order of initiative, this can be very useful when trying to intercept another fleet or fighter group.
Ground Combat Bonus: Used by ground unit commanders. Increases the combat strength of a ground unit by the bonus. Bonuses stack for division, brigade, and unit commanders.
Ground Forces Training Rating: Non-HQ Units subordinate to this officer get a chance to improve their Morale over time. Officer must command an HQ with units attached. If the officer commands a division, this bonus is halved, but applied to all non-HQ units in that division.
Ground Unit Construction Speed Bonus: Used by planetary or sector governors. A bonus to the rate at which ground troops are Recruited at the population if this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
Mining Bonus: Used by planetary or sector governors and commanders of mining and harvester ships. Provides a bonus to the production rate of mines and automated mines in a population for which this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus. For mining ship or harvester commanders, provides a bonus to rate of mineral or fuel production
Political Bonus: has the greatest influence of all bonuses on the chance of promotion, but serves no other useful purpose. This is to simulate that sometimes the ability to create the right impression and political connections is a lot more important when it comes to promotion than actual skills.
Political Stability Bonus: This bonus lowers the effects of unrest on a planet, giving you longer before outright revolt
Population Growth Bonus: Used by planetary or sector governors. Provides a bonus to the population growth rate for a population if this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
Research Bonus: Used by planetary or sector governors. A bonus to the number of research points produced by the population for which this officer is the planetary governor. In addition, if the planet is currently researching a project that falls within the planetary governor's research specialization, the bonus is quadrupled. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
Shipbuilding Bonus: Used by planetary or sector governors. A bonus to the Shipbuilding rate for the population for which this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
Survey Bonus: Used by survey ship commanders. A bonus to the number of grav or geo survey points generated by the ship that this officer commands
Terraforming Bonus: Used by planetary or sector governors and the commanders of terraforming ships. Provides a bonus to the amount of gas produced or removed. Applies to all terraforming installations for a planetary governor and an individual ship for the commander of a terraforming ship. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
For most percentage bonuses, the officer scores equal to the percentage bonus squared. So an officer with Mining 10% would score 100, an officer with Survey 20% would score 400 and an officer with Research 30% would score 900
Certain bonuses are not really as useful in game terms so the percentage is halved before any calculation is performed. These include Terraforming Bonus, Ground Combat Bonus and Ground Unit Training Speed Bonus. So an officer with 30% Ground Combat Bonus would score the same as someone with 15% Mining.
The Political Bonus is more useful than any other for purposes of being promoted. Therefore it is treated as being 1.5x its actual value. So a 20% Political Bonus would be the same as a 30% Mining Bonus
For Crew Training Bonus, an officer scores equal to the bonus/5 squared. So an officer with a bonus of 50 would score 100, an officer with a bonus of 100 would score 400, etc.
For Ground Unit Training Bonus, an officer scores equal to the bonus/6 squared. So an officer with a bonus of 50 would score 70, an officer with a bonus of 100 would score 278, etc.
An officer gains a score equal to half his Initiative Rating
An officer gains 100 points per year spent at his current rank.
If an officer currently has an assignment, he gains 100 points
The auto-assign also includes the concept of a "Tour". The racial Tour length is set on the Leaders window and can be from 1 to 60 months. The default is 24. When a commander has spent a tour in the same assignment and is currently on, or in orbit of, a colony, he is automatically relieved and becomes part of the pool of available officers in the next round of assignments. This allows promoted officers to progress to new commands and also allows up and coming officers to compete for existing commands. Commanders in deep space will not be relieved immediately at the end of their tour but will be relieved once their ship (or squadron/division) is back at a colony. If you want to keep an officer in post indefinitely, there is a flag for this on the commander window. Planetary Governors, Sector Commanders and Task Force Commanders (and currently staff officers) are not affected by Tours.
Auto-assignment sequence details
Auto-assignment takes place for ships, fighter squadrons and ground units without commanders, using the following sequence (required bonus in parentheses):
Survey ships with R3 requirement (Survey Bonus)
Armed ships with R3 requirement (Crew Training)
Unarmed ships with R3 requirement (Crew Training)
HQ assignments (Ground Unit Training)
Survey ships with R2 requirement (Survey Bonus)
Armed ships with R2 requirement (Crew Training)
Fighter Squadrons (Crew Training)
Unarmed ships with R2 requirement (Crew Training)
Survey ships with R1 requirement (Survey Bonus)
Jump Gate Construction Ships (Factory Production)
Terraformers (Terraforming)
Fuel Harvesters (Mining)
Mining Ships (Mining)
Salvage Ships (Factory Production)
Assault Divisions (Ground Combat)
Armed ships with R1 requirement (Crew Training)
Infantry, Garrison and Engineers (Ground Combat)
Unarmed ships with R1 requirement (Crew Training)
https://civilization.fandom.com/wiki/Advisor
https://tvtropes.org/pmwiki/pmwiki.php/Main/FourX
Games with a strong focus on building a complex infrastructure, such as those of the 4X genre, or complicated Real-Time Strategy games, will often provide the player with the option to hand off certain menial tasks to the AI, such as exploring or building roads. The efficacy of this varies greatly between games and the nature of the task; sometimes, the AI will simply be programmed to perform the task randomly if the player would have been unable to do it much better, and other times the results will depend on the in-game attributes of the "governor" assigned.
Master of Orion II has a simple auto-build option. It simply builds according to a prearranged queue set up (in an order that most players don't want) and continues building until it decides it's time to build Trade Goods (essentially "why build things when you can build money?") , which for some reason is nowhere near the end of the list.
The Civilization series allows town function automation by mayors (such as in Civ II), where you can pick an emphasis for their activities, or automatically selecting what tech to research to get to a specific technology (Civ IV).
In V, when conquering a city, the player has an option to install a puppet instead of annexing. This removes player control of city production, but does not trigger the costly insurgency of a complete annexation.
Freeciv adds build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue. You can also tell workers to auto-improve tiles, and even tell soldiers and scouts to auto-explore the area, with varying degrees of effectiveness.
Sid Meier’s Alpha Centauri has the Governor function, with five different modes (explore, discover, build, conquer, no priority) and eighteen settings ("governor may produce land combat units", "governor sets new units to 'fully automate', etc.).
Galactic Civilizations II has planetary governors that will automatically decide what to do on particular planets for you.
Europa 1400: The Guild and The Guild 2, games about medieval dynasties, offer supervisors for the player's shops and manufacturies at steep prices. The idea is that a player would make his own fortune, then find that it's become better to hand over the day-to-day operations to the CPU and concentrate on scheming.
Fragile Allegiance has AI governors for hire with varying salaries and capabilities. One cheaper one, for instance, is described as good as long as she isn't given too much to deal with. Black market wares include the governors' background details, and those seem to have actual gameplay use, since the game has both a "fire" button and a "fire, imprison, and put under armed guard" button.
Governors pushed beyond their "stress limits" will start to make mistakes, sometimes building useless structures or neglecting their colonies' basic life support. Governors described as being prone to anger may even conduct sabotage against colony buildings if you fire them or fail to pay them on time...
Dungeon Keeper has a selection of different assistants that help build your dungeon for you. You can choose it to be defensive or aggressive, set it to dig out the rock, or just lay the tiles out for rooms. Its usefulness, however, is quite limited.
Star Ruler features pre-defined governor settings which can be applied to individual planets or across your entire empire, specializing in production certain materials or research. Governors are, by default, automatically assigned to planets based on the size of the planet and the anomalies present. Some governor types will even produce small bombers and fighters to fight off enemies in the system.
The iOS/Android game Summoners War: Sky Arena gives you the option to automate combat, which is good, because farming for experience or mana or runes can be mind-numbing. However, due to A.I. Roulette, Artificial Stupidity is in full throttle. You might want to over-level your monster first before automating the combats.
Stellaris goes further than most and forces the player to assign most of the star systems they control to AI governors. Not only does this reduce the income from them, but the AI is not exactly great at its job. Unfortunately, modding this out to allow the player to control everything demonstrates exactly why this trope is popular, since having to micromanage 100 planets or more can quickly get frustrating.
Crusader Kings 2 is based entirely around this trope. As a feudal lord, the player has very limited control over their vassals, along with strict limits on how much land they can personally control. The core gameplay revolves around keeping everyone happy so that they'll actually do what you want; failing to do so will not only result in a weaker economy and military, your governors can outright rebel and try to break away into independence.
City-Building Series:
Pharaoh:
The Overseer of Commerce can be relied on to automatically adjust the yearly limits of goods being imported/exported in accordance to the city's current needs (for example, if exporting pottery surplus when above 800 units and another city requests 500 pots, the exports only resume if you have 1300 pots). Unfortunately, this results in a few issues like you city being bankrupted because the overseer is trying to import all of a pyramid's buildings materials at once, even though the pyramid is only build with a few loads at a time. The actual amount of storage devoted to goods is also up to the player, so while there may a large amount of goods being brought in, only a small amount is actually exchanged.
The Political Overseer will inform you of whenever requested goods are available in sufficient quantities. He unfortunately doesn't do so immediately after the goods are deposited, and more than once he'll give you the message just after the deadline passes.
Later games like Zeus: Master of Olympus and Emperor: Rise of the Middle Kingdom allow troop deployments and battles to be handled by the AI. Unfortunately, the AI tends to stick the units at predetermined points instead of taking into account the city's expansion, leading to needlessly lost buildings. Fortunately, these games finally allow you to skip battle altogether by bribing the enemies (and given how clunky the battle system is, it's a lot more effective).
Workers can be assigned to various tasks like industry, food, infrastructure... When left alone, these are usually more or less balanced, but as Critical Staffing Shortage is the biggest headache in the game it's usually necessary to manually assign priorities (especially infrastructure), but these are determined sequentially in Pharaoh (fortunately, in Zeus you can modify a sector's importance independently from another, and in Emperor you can close individual buildings instead of just al of them, and even walker buildings like temples or watch stations).
Trade in the later two games must be carefully monitored, as there is no longer a "only export when there's more than X" failsafe. Trade stations will cheerfully fill up with a good you only need a few of to bankrupt you or keep selling a good you need for a request if you don't set the respective quantities to exchange.
Natives
►Mudokon Native;
►Mudokon Tomohawker;
►Mudarcher;
►Mudokon Scrub;
►Mudokon Shaman;
►Fuzzle;
Industrialists
►Slig Slacker;
►Slig Bouncer;
►Slig Popper;
►Armored Slig Bouncer;
►Armored Slig Popper;
►Big Bro Slig;
►Armored Big Bro Slig;
►Slog;
►Snoozer;
►Intern Worker;
►Intern Shock Rocker;
►Intern Shooter;
►Armored Intern Shock Rocker;
►Armored Intern Shooter;
►Vykker Scientist;
►Vykker Sawbones;
►Vykker Shot-Doc;
►Armored Vykker Sawbones;
►Armored Vykker Shot-Doc;
►Chant Suppressor;
►Proximity Suppressor;
Natives
►Paramite;
►Scrab;
►Meep
Boilz Booty
-Clacker
-Child Clacker
-Castrader
-Doc
-Dropship
-Elboze Freely
-Fatty McBoomBoom
-Filthy Hands Floyd
-Giant Sleg
-Gloktigi
-Gloktigi Guard
-Hangar ship
-Jo Momma
-Junkyard variations (Packrat Palooka gang)
-Lefty Lugnutz
-Looten Duke
-Native
-Native Catapult
-Native Rebel
-Meagly McGraw
-Packrat Palooka
-Outlaw Shooter
-Outlaw Semi-Automatic
-Outlaw Nailer
-Outlaw Flamer
-Outlaw Flame Turret
-Outlaw Minecart Turret
-Outlaw Mortar
-Outlaw Mortar turret
-Outlaw Sniper
-Outlaw Bomber
-Outlaw Cutter
-Rocket dropship
-Scuz
-Sekto
-Sleg
-Slog
-Tiny
-Wolvark Ball turret
-Wolvark Rocket turret
-Wolvark Shooter
-Wolvark Semi-Automatic
-Wolvark Sniper
-Wolvark Handler
-Wolvark Grenadier
-Shock Tank
-Xplosives McGee
Overall features
-Assets directly from Oddworld Stranger's Wrath!
-Webbing system for Gloktigis:
-Their frozen targets won't be able to move for a time (players can escape earlier)
-Clackers, Natives, Outlaws and Wolvarks will panic while being webbed
-If the victim survives enough until the delay expires, they will be freed with a small effect
-They can shoot while moving
-Drowning system:
-They will panic underwater, try to escape, drown, then sink and start shrinking
-Gib system:
-If they die and the killing damage is bigger than 100, they will become gibs instead
-Fall damage system:
-They will take damage according to the height of their fall, they have a 0.5 seconds delay before thinking they are falling
-Those who survived the fall will get up to fight
-Else they will lie there, dead
Individual features
-Clackers:
-They speak to each other like any other villagers
-They attempt to run away from any threat (like an outsider)
-They will scream in panic while running
-They have a 5 seconds delay before they run again, if they are injured they will ignore this delay and run
-Natives:
-Are independent, they dislike everyone except the players
-They behave like clackers
Native Rebel
-Will attack hostile factions;
-Is weak, but gains strength in numbers;
-Can use Native Catapults
-Scuz:
-Friendly outlaw shooter
-Is still allied to normal outlaws
-Outlaw Cutter:
-Can throw knifes to its enemies
-Has cutting melee attacks
-Outlaw Bomber:
-Suicide unit
-Will charge and explode when its target is near
-Has a large damage and radius
-Outlaw Shooter:
-Has 4 shots per burst
-Very high damage and not so fast rate
-Outlaw Semi-Automatic:
-Has 12 shots per burst
-Low damage but very fast rate of fire
-Outlaw Nailer:
-Melee based outlaw
-Outlaw Flamer:
-Can set its targets on fire
-Outlaw Mortar:
-Charges a shot for 8 seconds
-Shoots a mortar projectile that deals massive explosive damage
-It can aim quite well in a range of 2048 units, otherwise it will always miss the shot
-Outlaw Sniper:
-Charges a shot for 3.5 seconds
-Shoots a bullet that deals 30 damage
Outlaw Mortar Turret
-Opens up flaps and begins firing slow moving homing mortars towards enemies;
-Spawns on a ceiling
Outlaw Flame Turret
-Short range turret that douses enemies in flames when close enough;
-Spawns on a ceiling
Outlaw Cart Turret
-Turret with a high rate of fire;
-Spawns on a ceiling
Bosses:
-Boilz Booty:
-1200 Health
-Has a shotgun
-Will run to his target to cause as much damage as he cans
-Castrader:
-1800 Health
-Melee based
-Elboze Freely:
-1600 Health
-Vulnerable on the back
-Jo Momma:
-1600 Health
-Can consecutively melee you
-Fatty McBoomBoom:
-2000 Health
-Shoots 3 rockets
-Delay of 4 seconds
-Can rocket jump towards his target
-When landing after a rocket jump, it will be instant kill
-Xplosives McGee:
-Outlaw Boss
-2000 Health
-Fires a burst of three rockets
-Uses his shotgun in close range
-Packrat Palooka:
-1600 Health
-Fires homing rockets
-Has a burst of 3-4 shots
-Filthy Hands Floyd:
-400 Health
-Prefers to battle in company of other Outlaws
-Has a burst of 4-6 shots
-Meagly McGraw:
-Has a double barreled shotgun
-1000 Health
-Quickly fills his targets with bullets
-He will attempt to take cover after shooting
-Lefty Lugnutz:
-1400 health
-Has a burst of 3 bullets
-35 damage each
-30 melee damage
-Will attempt to cover if you hurt him
-Looten Duke:
-1200 health
-Has a burst of 16 bullets
-12 damage each
-40 melee damage
-Can strafe, chase after you, and get near if you are too close
-Tiny:
-1800 Health
-He often tries to get Meagly McGraw a clear shot
-Can act on his own while Meagly shoots his shotgun
-Melee damage 40
-When killed, Meagly McGraw falls out and is forced to go on foot
-All the Outlaws can taunt their enemies
-All the Outlaws can talk to each other
-All the bosses have health bar and stamina displayer
-All the bosses have their own theme
-All the bosses have their own portrait
-Slog:
-Fast attack creature
-Deals 30 damage
-On attack it shrinks and disappears
-Is allied to wolvarks (wolvark handler deploys these)
-Sleg:
-Is faction wildlife, being enemy to anything
-Giant Sleg:
-2000 health
-Wolvark Shooter:
-Same as Outlaw Shooter but from wolvark faction
-Wolvark Semi-Automatic:
-Same as Outlaw Semi-Automatic from wolvark faction
-Wolvark Sniper:
-Same as Outlaw Sniper but from wolvark faction
-Wolvark Handler:
-Can deploy Slogs
-3 active maximum
-Wolvark Grenadier:
-Can block damage with his shield
-Can throw grenades with precision depending on the distance
Wolvark Dropship
-Will deploy reinforcements upon detecting a target;
-Will wander in the vecinity until deploying another batch of units;
Wolvark Rocket Dropship
-Will offer support fire from a distance;
-Occassionally will fire a volley of rockets;
-Has a cooldown period for bombing runs;
Hangar Ship
-Will deploy up to 3 Wolvark Dropships at a time;
-Is very slow, but incredibly well armored;
-If attacked, will deploy up to 3 Wolvark Rocket Dropships to defend it;
Wolvark Ball Turret
-Turret with a really high rate of fire;
-Spawns on a wall
-Shock Tank:
-Tesla Shock tank
-Will shake the ground when attacking
-Has a charge delay of 3 seconds
-Will continously attack in a certain area for 10 seconds
-Has a 5 seconds cooldown
-When destroyed, it will explode and drop a wolvark shooter
-Glotktigi:
-Can inmobilize its victims
-If it succesfully inmobilized them it will go to them and stab them
-Has a melee spin attack when its enemy is close and it's not inmobilized
-Its victims will have a glowy effect all over them
-Can phase
-Has a 5% chance of phasing
-Glotktigi Guard:
-Stronger Gloktigi
-Has 3000 health
-Has a 50% chance of phasing instead of 5%
-Wolvarks can be allies or enemies to Outlaws, it all depends on a ConVar, "owsw_wolvark_faction", 1 is for them to have their own faction, 0 is for them to be the same as Outlaws and be friends to each other
Stranger/Steef
►Stranger;
►Steef (De-pantsing);
►Steef;
►Steef (Light armor);
►Steef (Full armor);
Outlaws
►Minion Shooter;
►Minion Cutter;
►Minion Sniper;
►Minion Semi-Auto;
►Minion Flamer;
►Minion Mortar
►Minion Nailer;
►Minion Bomber;
Junkyard Variations
►Junkyard Shooter;
►Junkyard Cutter;
►Junkyard Mortar;
►Junkyard Nailer;
►Junkyard Sniper;
Outlaw Bosses
►Filthy Hands Floyd;
►Looten Duke;
►Boilz Booty;
►Jo' Momma;
►Meagly McGraw;
►Pack Rat Palooka;
►Lefty Lugnutz;
►Fatty McBoomBoom;
►Xplosives Mcgee;
►Tiny;
►Castrader;
Wolvarks
►Shooter;
►Semi-Auto;
►Sniper;
►Grenadier;
►Slog Handler;
►Shock-Tank;
Townsfolk
►Clacker;
►Female Clacker;
►Clacker Barge Master;
►Eugenius;
►Clacker Farmer;
►Clacker Sewer Worker;
►Skycart Joe;
►Sleg Hunter;
►Store Clerk;
Natives
►Native Grub;
►Female Native Grub;
►Native Grub Leader;
►Native Snow Grub;
►Native Rebel Grub;
Critters
►Zappfly;
►Stingbee;
►Super-Stingbee;
►Thudslug;
►Riotslug;
►Boombat;
►Chippunk;
►Howlerpunk
►Fuzzle;
►Rabid Fuzzle;
►Bolamite;
►Bola-Blast;
►Skunk;
►Sparkz-Skunk;
►Sniper Wasp;
Others
►Slog;
►Sleg;
►Giant Sleg;
►Gloktigi;
►Gloktigi Guard;
►Doc;
►Scuz;
►Steef Boat;
Critical load Supply Wardrobe
https://wowwiki.fandom.com/wiki/Orc.....umans_missions
https://wow.gamepedia.com/Warcraft:.....umans_missions
https://wowwiki.fandom.com/wiki/Tid.....kness_missions
https://wow.gamepedia.com/Warcraft_.....kness_missions
&&&&&&&&&&&&&&&*((((((())))))
I’d like to see Quill from Moss holding two curved swords made by Lord Of The Rings elves, she’s also posing by the front door of her house
https://static.wikia.nocookie.net/j.....20200812020504
https://static.wikia.nocookie.net/j.....20200606212706
https://jakanddaxter.fandom.com/wik.....rsor_artifacts
https://static.wikia.nocookie.net/j.....20181114004317
https://static.wikia.nocookie.net/j.....20100614123211
https://www.deviantart.com/pointing.....-Inc-802607743
https://www.deviantart.com/pointing.....ware-800771846
https://www.deviantart.com/pointing.....dios-800525335
https://www.deviantart.com/pointing.....ater-800517611
https://www.deviantart.com/pointing.....tion-800510356
https://www.deviantart.com/pointing.....Logo-799934197
https://www.deviantart.com/pointing.....-Six-799825419
Moglade-Residence
Greetings, would it be possible to make my FNAF OC, Beltway the Animatronic Fox.
Beltway is the newest character of the HD Girls, based off of Rockstar Foxy, I’m not sure if Rockstar Foxy has a female model, but if it does, I’d like Beltway sitting in the FNAF 1 office which is mirrored on both sides, has brighter lighting, and Beltways is enjoying a nice cup of tea on a nice comfy office chair
Greetings, would it be possible to make my FNAF OC, Beltway the Animatronic Fox.
Beltway is the newest character of the HD Girls, based on Funtime Foxy, Sexy Foxy, and Lolbit, are mascots of my DA group, UnderSunUmbrella
I've got some more ideas about this Art Trade: I thought Fortune will just have a single prop, the Decoy Glove (he’s got one of each facing all 4 angles, floating above pedestals- one facing the front, one facing the back, one facing the left side, and one facing the right side)
https://ratchetandclank.fandom.com/.....ki/Decoy_Glove
https://static.wikia.nocookie.net/r.....20181018221609
https://static.wikia.nocookie.net/r.....20181018221612
https://static.wikia.nocookie.net/r.....20181018221811
https://static.wikia.nocookie.net/r.....20181018221826
https://static.wikia.nocookie.net/r.....20190419001128
https://static.wikia.nocookie.net/r.....20181018210906
https://static.wikia.nocookie.net/r.....20181022140021
https://steamcommunity.com/sharedfi.....?id=1445087559
https://steamcommunity.com/sharedfi.....?id=1926099664
https://steamcommunity.com/sharedfi.....?id=1532220786
https://steamcommunity.com/sharedfi...../?id=944539940
https://steamcommunity.com/sharedfi...../?id=174167620
I was wondering if you could make some sort of rogues gallery line up with using the humanoid Oddworld character models
https://steamcommunity.com/sharedfi.....?id=1875642524
https://steamcommunity.com/sharedfi.....?id=1858959216
https://steamcommunity.com/sharedfi...../?id=898595930
Oddworld: Stranger's Wrath - Animated Playermodels
https://steamcommunity.com/sharedfi...../?id=300674206 FNAF Map
https://steamcommunity.com/sharedfi.....?id=1504325974 Fortnite Smokestack
https://steamcommunity.com/sharedfi...../?id=517407385 Battle Of Britain map
https://steamcommunity.com/sharedfi...../?id=615604097 Rupture Farms (Oddworld: Abe's Oddysee)
https://steamcommunity.com/sharedfi...../?id=123686602 SligWolf's Slig NPC/PM
https://steamcommunity.com/sharedfi...../?id=615588340 oddworld props (door, lever, trap door, signs) pack
https://digimon.fandom.com/wiki/Zero_Unit
https://vignette.wikia.nocookie.net.....20091119160816
https://wikimon.net/Zero_Unit
https://wikimon.net/File:Culumark.jpg
https://digimon.fandom.com/wiki/Digital_Hazard
https://vignette.wikia.nocookie.net.....20100126205007
https://wikimon.net/Digital_Hazard
https://wikimon.net/File:Digital_Ha.....ctors_Card.jpg
https://digimon.fandom.com/wiki/Crests
https://vignette.wikia.nocookie.net.....20080908131922
https://wikimon.net/Crest
https://wikimon.net/File:Bo-99.jpg
https://m.bulbapedia.bulbagarden.ne.....i/Energy_card_(TCG)
https://m.bulbapedia.bulbagarden.ne...../Grass_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....i/Fire_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne...../Water_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....htning_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....sychic_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....ghting_Energy_(TCG)
https://m.bulbapedia.bulbagarden.ne.....rkness_Energy_(Basic)
https://m.bulbapedia.bulbagarden.ne...../Metal_Energy_(Basic)
https://m.bulbapedia.bulbagarden.ne...../Fairy_Energy_(TCG)
https://www.daz3d.com/fantasy-weapon-set-1
https://en.m.wikipedia.org/wiki/Lifeguard
https://en.m.wikipedia.org/wiki/Lif.....Alamoana14.jpg
https://en.m.wikipedia.org/wiki/Lif.....-Borkum-Lo.JPG
https://en.m.wikipedia.org/wiki/Lif.....Lifeguards.jpg
https://en.m.wikipedia.org/wiki/Lif.....runk_Bay_7.jpg
https://en.m.wikipedia.org/wiki/Lif.....Asprovalta.jpg
https://en.m.wikipedia.org/wiki/Sur.....ulla_Tower.JPG
https://en.m.wikipedia.org/wiki/Sur.....ra_Beach_2.JPG
https://en.m.wikipedia.org/wiki/Lif....._lifeguard.jpg
https://en.m.wikipedia.org/wiki/First_aid_kit
https://en.m.wikipedia.org/wiki/Bug-out_bag
https://en.m.wikipedia.org/wiki/Medical_bag
https://en.m.wikipedia.org/wiki/Medicine_bag
https://en.m.wikipedia.org/wiki/Gladstone_bag
https://en.m.wikipedia.org/wiki/Per.....nal_watercraft
https://en.m.wikipedia.org/wiki/Jet_Ski
https://en.m.wikipedia.org/wiki/WaveRunner
https://en.m.wikipedia.org/wiki/Sea-Doo
https://en.m.wikipedia.org/wiki/Aqua_scooter
https://en.m.wikipedia.org/wiki/Flyboard
https://en.m.wikipedia.org/wiki/Wetbike
https://en.m.wikipedia.org/wiki/Yamaha_SuperJet
https://en.m.wikipedia.org/wiki/Yamaha_WaveBlaster
https://en.m.wikipedia.org/wiki/Jetboat
https://en.m.wikipedia.org/wiki/Lifebuoy
https://en.m.wikipedia.org/wiki/Rescue_buoy
https://en.m.wikipedia.org/wiki/Buoy
https://en.m.wikipedia.org/wiki/Life_Guards_(United_Kingdom)
https://en.m.wikipedia.org/wiki/Gentleman_ranker
https://en.m.wikipedia.org/wiki/Remittance_man
https://en.m.wikipedia.org/wiki/New_Model_Army
https://en.m.wikipedia.org/wiki/Life_Guards_(Sweden)
https://en.m.wikipedia.org/wiki/Roy.....uards_Regiment
https://en.m.wikipedia.org/wiki/Royal_Life_Guards_(Denmark)
https://en.m.wikipedia.org/wiki/Com.....hief%27s_Guard
https://en.m.wikipedia.org/wiki/Lifeguard_(military)
https://starcraft.fandom.com/wiki/Nuclear_silo
https://vignette.wikia.nocookie.net.....20190307052331
https://vignette.wikia.nocookie.net.....20200606112033
https://starcraft.fandom.com/wiki/Physics_lab
https://vignette.wikia.nocookie.net.....20190307051140
https://starcraft.fandom.com/wiki/ComSat_station
https://vignette.wikia.nocookie.net.....20190307052101
https://starcraft.fandom.com/wiki/Control_tower
https://vignette.wikia.nocookie.net.....20180817123632
https://starcraft.fandom.com/wiki/Covert_ops_(add-on)
https://vignette.wikia.nocookie.net.....20190307050955
https://starcraft.fandom.com/wiki/Machine_shop
https://vignette.wikia.nocookie.net.....20180817123533
https://starcraft.fandom.com/wiki/Tech_lab
https://vignette.wikia.nocookie.net.....20110319064221
https://vignette.wikia.nocookie.net.....20100716233928
https://vignette.wikia.nocookie.net.....20171119173422
https://vignette.wikia.nocookie.net.....20200605134817
https://vignette.wikia.nocookie.net.....20191203094409
https://vignette.wikia.nocookie.net.....20200719031427
https://vignette.wikia.nocookie.net.....20070729011133
https://starcraft.fandom.com/wiki/Reactor
https://vignette.wikia.nocookie.net.....20100716233314
https://vignette.wikia.nocookie.net.....20171119173436
https://vignette.wikia.nocookie.net.....20200610070443
https://vignette.wikia.nocookie.net.....20200719012436
https://starcraft.fandom.com/wiki/Tech_reactor
https://vignette.wikia.nocookie.net.....20200606105238
https://starcraft.fandom.com/wiki/C.....rran_buildings
https://starcraft.fandom.com/wiki/C.....rran_buildings
https://starcraft.fandom.com/wiki/C.....ctural_classes
http://aurorawiki.pentarch.org/inde.....?title=Leaders
Leaders are the "talent pool" of every Empire, who improve how it performs in their respective field. These are divided into Scientists, who lead research projects, Civilian Administrators, who govern colonies and sectors, Naval Officers, who captain ships, and Ground Commanders, who command ground units.
Each leader type has an array of abilities relevant to their field. Leaders are trained at military academies and can have one or more abilities. Some assignment may require a leader with a specific ability or rank. Leader ability bonus will grow over time in their positions, though it may take time for qualified leader to gain skill and advance in rank. Leaders can die in combat, get captured, die due to poor health or retire.
Types of leaders
Civilian Administrators
Civilian Administrators can be assigned as Planetary and Sector Governors or to Espionage and Diplomacy teams. Governors can make a huge difference, especially early in game, as they can grant a significant bonus to Mining, Shipbuilding, Wealth and even Terraforming.
Governors are rated by their 'Administration Rating' which determines how large a population or sector a Civilian Administrator is capable of managing. The administration rating can rise through experience. Planetary Governor applies his bonuses to all aspects of his colony. The Sector Governor applies one quarter of his bonus to all colonies within his sector.
Civilian Administrators can have their bonuses in the following fields: Administration Rating, Wealth Creation, Mining, Population Growth, Factory Production, Shipbuilding, Terraforming, Political Reliability, Espionage, Logistics, Xenology, Ground Unit Construction Speed, Diplomacy and Mining.
Lead Scientists
Lead Scientists can be assigned to Research Projects or to Survey and Xenoarchaeology teams. Assigning Scientists to research new technologies is crucial for your Empire expansion. Each Scientist has a bonus in a single area of study, along with a maximum number of labs: this bonus is applied to any research project they're given, but giving a scientist a research project in his/her field of expertise will quadruple their bonus.
Scientists are rated by their 'Administration Rating' which determines how many research facilities a Scientist is capable of managing during each project. Each Scientists cab lead one research project at once. Their bonus list, apart from their scientific specialty, is as follows: Administration, Research, Survey, and Xenoarchaeology.
Naval Officers
Naval Officers they can be assigned to ship command, task force command, a staff officer position or as a member of a team. Commanders pass on their stats and bonuses to their ship/taskgroup. Naval Officers mainly enhance space operations, having a good commander in the right spot at the right time can swing the tide of a battle.
Naval Officers can have their bonuses and stats in the following fields: Crew Training Rating, Fleet Movement Initiative Rating, Operations, Survey, Mining, Diplomacy, Xenology, Fighter Operations, Espionage, Factory Production, Terraforming, Logistics, Political Reliability, Communications.
Ground Forces Officer
Ground Forces Officer are similar to Naval Officers, but for your ground forces. An officer's bonus affects the unit he commands and all subordinate units. Must be of rank 2 to command brigade headquarters (HQs) and rank 3 to command division HQs. Commanders may have the following stats and bonuses: Ground Forces Training Rating, Ground Combat, Xenology, Logistics, Diplomacy, Espionage
List of Abilities
Each leader type have a subset of the existing abilities and a subset of the existing assignments, although in some cases these overlap.
Administration Rating: Used by Civilian Administrators and Scientists to indicate the size of colony / number of labs they may oversee at one time.
Communications: Used by Task Force Communications Officers to pass orders and coordinate the fleet. Important if you use 'Inexperienced Fleet Penalties'. Also assists if the Leader is placed in a Diplomacy Team that is attempting to establish communications with alien races.
Diplomacy: Used my Diplomatic Team members to make other races/empires like you (or hate you less). Important if you ever want to do anything other than conquer & destroy. Also used by Task Force Public Relations officers to convince the gullible public that your ships are better than they are, and up their perceived Planetary Protection Value.
Espionage: Used by Espionage Team members to steal info from (designs, technology, survey data) and sabotage (installations) other races/empires, and to defend your empire from such activities by others.
Intelligence: Used by Task Force Intelligence Officers to discern enemy capabilities, interpret sensor data, and identify enemy classes & ships. Basically, everything found on the Ctrl-F5 'Intelligence & Foreign Relations' window that isn't 'Political Relations'. Also used to interrogate captured enemy personnel.
Logistics: Used by Ship Commanders, PDC Commanders, Task Force Logistics Officers and Civilian Administrators to decrease the loading/unloading time* of their ships/PDCs/Task Force members/any military unit at their colony, or any civilian unit if the colony has a civilian spaceport.
Of cargo, passengers, cryo tubes, Marines, ammo, fuel, maintenance supplies, etc.
Operations: Used by Task Force Operations Officers to coordinate the fleet. Important if you use 'Inexperienced Fleet Penalties'. Also used in 'Task Group Training' to overcome said penalties
Survey: Used by Geological Team members to discover additional, overlooked Trans-Newtonian Minerals on colony worlds and Task Force Survey Officers to grant a bonus to the Survey efforts of all ships in the Task Force in the same system as the TFSO.
Xenology: Used by Xeno Team members to investigate alien ruins, identify the builders, and designate 'recoverable' tech, installations, or components. Also used by Construction Brigade commanders to recover the aforementioned items and put them into working order.
Wealth Creation: Used by Civilian Administrator to increase the 'wealth points' generated by population & Financial Centres under their control.
Crew Training Bonus: Used by ship commanders. The number of grade points that are added annually to the ship that this officer commands. The effects of grade points are listed in the Crew and Grade section of the rules
Factory Production Bonus: Used by planetary or sector governors and commanders of construction and salvage ships. Provides a bonus to the construction rate of construction factories, ordnance factories, fighter factories and fuel refineries for a population if this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus. For construction ship or salvage ship commanders, the time required to build a jump gate or salvage a wreck is reduced by the size of the bonus
Fighter Operations Bonus: Used by carrier commanders. Reduces the time required to rearm and refuel fighters
Fleet Movement Initiative Rating: This indicates the level of initiative shown by the commander when it comes to maneuvering a fleet. A fleet or fighter group can have its initiative set at any level up to that of its commander. As fleets/FGs move in ascending order of initiative, this can be very useful when trying to intercept another fleet or fighter group.
Ground Combat Bonus: Used by ground unit commanders. Increases the combat strength of a ground unit by the bonus. Bonuses stack for division, brigade, and unit commanders.
Ground Forces Training Rating: Non-HQ Units subordinate to this officer get a chance to improve their Morale over time. Officer must command an HQ with units attached. If the officer commands a division, this bonus is halved, but applied to all non-HQ units in that division.
Ground Unit Construction Speed Bonus: Used by planetary or sector governors. A bonus to the rate at which ground troops are Recruited at the population if this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
Mining Bonus: Used by planetary or sector governors and commanders of mining and harvester ships. Provides a bonus to the production rate of mines and automated mines in a population for which this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus. For mining ship or harvester commanders, provides a bonus to rate of mineral or fuel production
Political Bonus: has the greatest influence of all bonuses on the chance of promotion, but serves no other useful purpose. This is to simulate that sometimes the ability to create the right impression and political connections is a lot more important when it comes to promotion than actual skills.
Political Stability Bonus: This bonus lowers the effects of unrest on a planet, giving you longer before outright revolt
Population Growth Bonus: Used by planetary or sector governors. Provides a bonus to the population growth rate for a population if this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
Research Bonus: Used by planetary or sector governors. A bonus to the number of research points produced by the population for which this officer is the planetary governor. In addition, if the planet is currently researching a project that falls within the planetary governor's research specialization, the bonus is quadrupled. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
Shipbuilding Bonus: Used by planetary or sector governors. A bonus to the Shipbuilding rate for the population for which this officer is the planetary governor. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
Survey Bonus: Used by survey ship commanders. A bonus to the number of grav or geo survey points generated by the ship that this officer commands
Terraforming Bonus: Used by planetary or sector governors and the commanders of terraforming ships. Provides a bonus to the amount of gas produced or removed. Applies to all terraforming installations for a planetary governor and an individual ship for the commander of a terraforming ship. If the officer is a sector governor, every planet in the sector receives 1/4 of his bonus.
For most percentage bonuses, the officer scores equal to the percentage bonus squared. So an officer with Mining 10% would score 100, an officer with Survey 20% would score 400 and an officer with Research 30% would score 900
Certain bonuses are not really as useful in game terms so the percentage is halved before any calculation is performed. These include Terraforming Bonus, Ground Combat Bonus and Ground Unit Training Speed Bonus. So an officer with 30% Ground Combat Bonus would score the same as someone with 15% Mining.
The Political Bonus is more useful than any other for purposes of being promoted. Therefore it is treated as being 1.5x its actual value. So a 20% Political Bonus would be the same as a 30% Mining Bonus
For Crew Training Bonus, an officer scores equal to the bonus/5 squared. So an officer with a bonus of 50 would score 100, an officer with a bonus of 100 would score 400, etc.
For Ground Unit Training Bonus, an officer scores equal to the bonus/6 squared. So an officer with a bonus of 50 would score 70, an officer with a bonus of 100 would score 278, etc.
An officer gains a score equal to half his Initiative Rating
An officer gains 100 points per year spent at his current rank.
If an officer currently has an assignment, he gains 100 points
The auto-assign also includes the concept of a "Tour". The racial Tour length is set on the Leaders window and can be from 1 to 60 months. The default is 24. When a commander has spent a tour in the same assignment and is currently on, or in orbit of, a colony, he is automatically relieved and becomes part of the pool of available officers in the next round of assignments. This allows promoted officers to progress to new commands and also allows up and coming officers to compete for existing commands. Commanders in deep space will not be relieved immediately at the end of their tour but will be relieved once their ship (or squadron/division) is back at a colony. If you want to keep an officer in post indefinitely, there is a flag for this on the commander window. Planetary Governors, Sector Commanders and Task Force Commanders (and currently staff officers) are not affected by Tours.
Auto-assignment sequence details
Auto-assignment takes place for ships, fighter squadrons and ground units without commanders, using the following sequence (required bonus in parentheses):
Survey ships with R3 requirement (Survey Bonus)
Armed ships with R3 requirement (Crew Training)
Unarmed ships with R3 requirement (Crew Training)
HQ assignments (Ground Unit Training)
Survey ships with R2 requirement (Survey Bonus)
Armed ships with R2 requirement (Crew Training)
Fighter Squadrons (Crew Training)
Unarmed ships with R2 requirement (Crew Training)
Survey ships with R1 requirement (Survey Bonus)
Jump Gate Construction Ships (Factory Production)
Terraformers (Terraforming)
Fuel Harvesters (Mining)
Mining Ships (Mining)
Salvage Ships (Factory Production)
Assault Divisions (Ground Combat)
Armed ships with R1 requirement (Crew Training)
Infantry, Garrison and Engineers (Ground Combat)
Unarmed ships with R1 requirement (Crew Training)
https://civilization.fandom.com/wiki/Advisor
https://tvtropes.org/pmwiki/pmwiki.php/Main/FourX
Games with a strong focus on building a complex infrastructure, such as those of the 4X genre, or complicated Real-Time Strategy games, will often provide the player with the option to hand off certain menial tasks to the AI, such as exploring or building roads. The efficacy of this varies greatly between games and the nature of the task; sometimes, the AI will simply be programmed to perform the task randomly if the player would have been unable to do it much better, and other times the results will depend on the in-game attributes of the "governor" assigned.
Master of Orion II has a simple auto-build option. It simply builds according to a prearranged queue set up (in an order that most players don't want) and continues building until it decides it's time to build Trade Goods (essentially "why build things when you can build money?") , which for some reason is nowhere near the end of the list.
The Civilization series allows town function automation by mayors (such as in Civ II), where you can pick an emphasis for their activities, or automatically selecting what tech to research to get to a specific technology (Civ IV).
In V, when conquering a city, the player has an option to install a puppet instead of annexing. This removes player control of city production, but does not trigger the costly insurgency of a complete annexation.
Freeciv adds build lists that can be applied to new cities so that they automatically construct improvements and troops in the order desired by the player. Cities will also autobuild unless coinage is put in the build queue. You can also tell workers to auto-improve tiles, and even tell soldiers and scouts to auto-explore the area, with varying degrees of effectiveness.
Sid Meier’s Alpha Centauri has the Governor function, with five different modes (explore, discover, build, conquer, no priority) and eighteen settings ("governor may produce land combat units", "governor sets new units to 'fully automate', etc.).
Galactic Civilizations II has planetary governors that will automatically decide what to do on particular planets for you.
Europa 1400: The Guild and The Guild 2, games about medieval dynasties, offer supervisors for the player's shops and manufacturies at steep prices. The idea is that a player would make his own fortune, then find that it's become better to hand over the day-to-day operations to the CPU and concentrate on scheming.
Fragile Allegiance has AI governors for hire with varying salaries and capabilities. One cheaper one, for instance, is described as good as long as she isn't given too much to deal with. Black market wares include the governors' background details, and those seem to have actual gameplay use, since the game has both a "fire" button and a "fire, imprison, and put under armed guard" button.
Governors pushed beyond their "stress limits" will start to make mistakes, sometimes building useless structures or neglecting their colonies' basic life support. Governors described as being prone to anger may even conduct sabotage against colony buildings if you fire them or fail to pay them on time...
Dungeon Keeper has a selection of different assistants that help build your dungeon for you. You can choose it to be defensive or aggressive, set it to dig out the rock, or just lay the tiles out for rooms. Its usefulness, however, is quite limited.
Star Ruler features pre-defined governor settings which can be applied to individual planets or across your entire empire, specializing in production certain materials or research. Governors are, by default, automatically assigned to planets based on the size of the planet and the anomalies present. Some governor types will even produce small bombers and fighters to fight off enemies in the system.
The iOS/Android game Summoners War: Sky Arena gives you the option to automate combat, which is good, because farming for experience or mana or runes can be mind-numbing. However, due to A.I. Roulette, Artificial Stupidity is in full throttle. You might want to over-level your monster first before automating the combats.
Stellaris goes further than most and forces the player to assign most of the star systems they control to AI governors. Not only does this reduce the income from them, but the AI is not exactly great at its job. Unfortunately, modding this out to allow the player to control everything demonstrates exactly why this trope is popular, since having to micromanage 100 planets or more can quickly get frustrating.
Crusader Kings 2 is based entirely around this trope. As a feudal lord, the player has very limited control over their vassals, along with strict limits on how much land they can personally control. The core gameplay revolves around keeping everyone happy so that they'll actually do what you want; failing to do so will not only result in a weaker economy and military, your governors can outright rebel and try to break away into independence.
City-Building Series:
Pharaoh:
The Overseer of Commerce can be relied on to automatically adjust the yearly limits of goods being imported/exported in accordance to the city's current needs (for example, if exporting pottery surplus when above 800 units and another city requests 500 pots, the exports only resume if you have 1300 pots). Unfortunately, this results in a few issues like you city being bankrupted because the overseer is trying to import all of a pyramid's buildings materials at once, even though the pyramid is only build with a few loads at a time. The actual amount of storage devoted to goods is also up to the player, so while there may a large amount of goods being brought in, only a small amount is actually exchanged.
The Political Overseer will inform you of whenever requested goods are available in sufficient quantities. He unfortunately doesn't do so immediately after the goods are deposited, and more than once he'll give you the message just after the deadline passes.
Later games like Zeus: Master of Olympus and Emperor: Rise of the Middle Kingdom allow troop deployments and battles to be handled by the AI. Unfortunately, the AI tends to stick the units at predetermined points instead of taking into account the city's expansion, leading to needlessly lost buildings. Fortunately, these games finally allow you to skip battle altogether by bribing the enemies (and given how clunky the battle system is, it's a lot more effective).
Workers can be assigned to various tasks like industry, food, infrastructure... When left alone, these are usually more or less balanced, but as Critical Staffing Shortage is the biggest headache in the game it's usually necessary to manually assign priorities (especially infrastructure), but these are determined sequentially in Pharaoh (fortunately, in Zeus you can modify a sector's importance independently from another, and in Emperor you can close individual buildings instead of just al of them, and even walker buildings like temples or watch stations).
Trade in the later two games must be carefully monitored, as there is no longer a "only export when there's more than X" failsafe. Trade stations will cheerfully fill up with a good you only need a few of to bankrupt you or keep selling a good you need for a request if you don't set the respective quantities to exchange.
Natives
►Mudokon Native;
►Mudokon Tomohawker;
►Mudarcher;
►Mudokon Scrub;
►Mudokon Shaman;
►Fuzzle;
Industrialists
►Slig Slacker;
►Slig Bouncer;
►Slig Popper;
►Armored Slig Bouncer;
►Armored Slig Popper;
►Big Bro Slig;
►Armored Big Bro Slig;
►Slog;
►Snoozer;
►Intern Worker;
►Intern Shock Rocker;
►Intern Shooter;
►Armored Intern Shock Rocker;
►Armored Intern Shooter;
►Vykker Scientist;
►Vykker Sawbones;
►Vykker Shot-Doc;
►Armored Vykker Sawbones;
►Armored Vykker Shot-Doc;
►Chant Suppressor;
►Proximity Suppressor;
Natives
►Paramite;
►Scrab;
►Meep
Boilz Booty
-Clacker
-Child Clacker
-Castrader
-Doc
-Dropship
-Elboze Freely
-Fatty McBoomBoom
-Filthy Hands Floyd
-Giant Sleg
-Gloktigi
-Gloktigi Guard
-Hangar ship
-Jo Momma
-Junkyard variations (Packrat Palooka gang)
-Lefty Lugnutz
-Looten Duke
-Native
-Native Catapult
-Native Rebel
-Meagly McGraw
-Packrat Palooka
-Outlaw Shooter
-Outlaw Semi-Automatic
-Outlaw Nailer
-Outlaw Flamer
-Outlaw Flame Turret
-Outlaw Minecart Turret
-Outlaw Mortar
-Outlaw Mortar turret
-Outlaw Sniper
-Outlaw Bomber
-Outlaw Cutter
-Rocket dropship
-Scuz
-Sekto
-Sleg
-Slog
-Tiny
-Wolvark Ball turret
-Wolvark Rocket turret
-Wolvark Shooter
-Wolvark Semi-Automatic
-Wolvark Sniper
-Wolvark Handler
-Wolvark Grenadier
-Shock Tank
-Xplosives McGee
Overall features
-Assets directly from Oddworld Stranger's Wrath!
-Webbing system for Gloktigis:
-Their frozen targets won't be able to move for a time (players can escape earlier)
-Clackers, Natives, Outlaws and Wolvarks will panic while being webbed
-If the victim survives enough until the delay expires, they will be freed with a small effect
-They can shoot while moving
-Drowning system:
-They will panic underwater, try to escape, drown, then sink and start shrinking
-Gib system:
-If they die and the killing damage is bigger than 100, they will become gibs instead
-Fall damage system:
-They will take damage according to the height of their fall, they have a 0.5 seconds delay before thinking they are falling
-Those who survived the fall will get up to fight
-Else they will lie there, dead
Individual features
-Clackers:
-They speak to each other like any other villagers
-They attempt to run away from any threat (like an outsider)
-They will scream in panic while running
-They have a 5 seconds delay before they run again, if they are injured they will ignore this delay and run
-Natives:
-Are independent, they dislike everyone except the players
-They behave like clackers
Native Rebel
-Will attack hostile factions;
-Is weak, but gains strength in numbers;
-Can use Native Catapults
-Scuz:
-Friendly outlaw shooter
-Is still allied to normal outlaws
-Outlaw Cutter:
-Can throw knifes to its enemies
-Has cutting melee attacks
-Outlaw Bomber:
-Suicide unit
-Will charge and explode when its target is near
-Has a large damage and radius
-Outlaw Shooter:
-Has 4 shots per burst
-Very high damage and not so fast rate
-Outlaw Semi-Automatic:
-Has 12 shots per burst
-Low damage but very fast rate of fire
-Outlaw Nailer:
-Melee based outlaw
-Outlaw Flamer:
-Can set its targets on fire
-Outlaw Mortar:
-Charges a shot for 8 seconds
-Shoots a mortar projectile that deals massive explosive damage
-It can aim quite well in a range of 2048 units, otherwise it will always miss the shot
-Outlaw Sniper:
-Charges a shot for 3.5 seconds
-Shoots a bullet that deals 30 damage
Outlaw Mortar Turret
-Opens up flaps and begins firing slow moving homing mortars towards enemies;
-Spawns on a ceiling
Outlaw Flame Turret
-Short range turret that douses enemies in flames when close enough;
-Spawns on a ceiling
Outlaw Cart Turret
-Turret with a high rate of fire;
-Spawns on a ceiling
Bosses:
-Boilz Booty:
-1200 Health
-Has a shotgun
-Will run to his target to cause as much damage as he cans
-Castrader:
-1800 Health
-Melee based
-Elboze Freely:
-1600 Health
-Vulnerable on the back
-Jo Momma:
-1600 Health
-Can consecutively melee you
-Fatty McBoomBoom:
-2000 Health
-Shoots 3 rockets
-Delay of 4 seconds
-Can rocket jump towards his target
-When landing after a rocket jump, it will be instant kill
-Xplosives McGee:
-Outlaw Boss
-2000 Health
-Fires a burst of three rockets
-Uses his shotgun in close range
-Packrat Palooka:
-1600 Health
-Fires homing rockets
-Has a burst of 3-4 shots
-Filthy Hands Floyd:
-400 Health
-Prefers to battle in company of other Outlaws
-Has a burst of 4-6 shots
-Meagly McGraw:
-Has a double barreled shotgun
-1000 Health
-Quickly fills his targets with bullets
-He will attempt to take cover after shooting
-Lefty Lugnutz:
-1400 health
-Has a burst of 3 bullets
-35 damage each
-30 melee damage
-Will attempt to cover if you hurt him
-Looten Duke:
-1200 health
-Has a burst of 16 bullets
-12 damage each
-40 melee damage
-Can strafe, chase after you, and get near if you are too close
-Tiny:
-1800 Health
-He often tries to get Meagly McGraw a clear shot
-Can act on his own while Meagly shoots his shotgun
-Melee damage 40
-When killed, Meagly McGraw falls out and is forced to go on foot
-All the Outlaws can taunt their enemies
-All the Outlaws can talk to each other
-All the bosses have health bar and stamina displayer
-All the bosses have their own theme
-All the bosses have their own portrait
-Slog:
-Fast attack creature
-Deals 30 damage
-On attack it shrinks and disappears
-Is allied to wolvarks (wolvark handler deploys these)
-Sleg:
-Is faction wildlife, being enemy to anything
-Giant Sleg:
-2000 health
-Wolvark Shooter:
-Same as Outlaw Shooter but from wolvark faction
-Wolvark Semi-Automatic:
-Same as Outlaw Semi-Automatic from wolvark faction
-Wolvark Sniper:
-Same as Outlaw Sniper but from wolvark faction
-Wolvark Handler:
-Can deploy Slogs
-3 active maximum
-Wolvark Grenadier:
-Can block damage with his shield
-Can throw grenades with precision depending on the distance
Wolvark Dropship
-Will deploy reinforcements upon detecting a target;
-Will wander in the vecinity until deploying another batch of units;
Wolvark Rocket Dropship
-Will offer support fire from a distance;
-Occassionally will fire a volley of rockets;
-Has a cooldown period for bombing runs;
Hangar Ship
-Will deploy up to 3 Wolvark Dropships at a time;
-Is very slow, but incredibly well armored;
-If attacked, will deploy up to 3 Wolvark Rocket Dropships to defend it;
Wolvark Ball Turret
-Turret with a really high rate of fire;
-Spawns on a wall
-Shock Tank:
-Tesla Shock tank
-Will shake the ground when attacking
-Has a charge delay of 3 seconds
-Will continously attack in a certain area for 10 seconds
-Has a 5 seconds cooldown
-When destroyed, it will explode and drop a wolvark shooter
-Glotktigi:
-Can inmobilize its victims
-If it succesfully inmobilized them it will go to them and stab them
-Has a melee spin attack when its enemy is close and it's not inmobilized
-Its victims will have a glowy effect all over them
-Can phase
-Has a 5% chance of phasing
-Glotktigi Guard:
-Stronger Gloktigi
-Has 3000 health
-Has a 50% chance of phasing instead of 5%
-Wolvarks can be allies or enemies to Outlaws, it all depends on a ConVar, "owsw_wolvark_faction", 1 is for them to have their own faction, 0 is for them to be the same as Outlaws and be friends to each other
Stranger/Steef
►Stranger;
►Steef (De-pantsing);
►Steef;
►Steef (Light armor);
►Steef (Full armor);
Outlaws
►Minion Shooter;
►Minion Cutter;
►Minion Sniper;
►Minion Semi-Auto;
►Minion Flamer;
►Minion Mortar
►Minion Nailer;
►Minion Bomber;
Junkyard Variations
►Junkyard Shooter;
►Junkyard Cutter;
►Junkyard Mortar;
►Junkyard Nailer;
►Junkyard Sniper;
Outlaw Bosses
►Filthy Hands Floyd;
►Looten Duke;
►Boilz Booty;
►Jo' Momma;
►Meagly McGraw;
►Pack Rat Palooka;
►Lefty Lugnutz;
►Fatty McBoomBoom;
►Xplosives Mcgee;
►Tiny;
►Castrader;
Wolvarks
►Shooter;
►Semi-Auto;
►Sniper;
►Grenadier;
►Slog Handler;
►Shock-Tank;
Townsfolk
►Clacker;
►Female Clacker;
►Clacker Barge Master;
►Eugenius;
►Clacker Farmer;
►Clacker Sewer Worker;
►Skycart Joe;
►Sleg Hunter;
►Store Clerk;
Natives
►Native Grub;
►Female Native Grub;
►Native Grub Leader;
►Native Snow Grub;
►Native Rebel Grub;
Critters
►Zappfly;
►Stingbee;
►Super-Stingbee;
►Thudslug;
►Riotslug;
►Boombat;
►Chippunk;
►Howlerpunk
►Fuzzle;
►Rabid Fuzzle;
►Bolamite;
►Bola-Blast;
►Skunk;
►Sparkz-Skunk;
►Sniper Wasp;
Others
►Slog;
►Sleg;
►Giant Sleg;
►Gloktigi;
►Gloktigi Guard;
►Doc;
►Scuz;
►Steef Boat;
Category All / All
Species Unspecified / Any
Gender Any
Size 1280 x 956px
File Size 241.3 kB
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